Castellans of the Imperium: Fielding a Competitive “Task Force”

So, I have been wracking my brains for a while to try and come up with a competitive, effective combination of units from the recent Castellans of the Imperium detachment to try out. In many ways, this detachment is kind of an embarrassment of riches, with so many options that it is hard to find a place to actually start. The ability to take 0-6 of the Elites/Fast Attack/Heavy Support from so many different factions, plus 4+ Troops, 2-4 HQs, and 0-3 Lords of War, provides a TON of different options. Finally, on top of all this, EVERYONE (even vehicles, like Dreadnoughts and Sentinels) get Hatred and your Troop units (again, according to my reading of the rules, this includes Dedicated Transport vehicles of Troops choices) get to “resurrect” on a 5+ and come back into the game on the next turn, which is pretty amazing!

After mulling over this a while, I decided that at the core of my “Castellans Task Force” would be three units:

[1] – Coteaz — A no brainer choice here, he provides so much value with  his re-rolls to Seize the Initiative, multi-use-per-turn “Interceptor” rule, and, of course, the ability to grant all non-vehicle models in his detachment Objective Secured (which is HUGE for this army). All of this plus a 2+ save, S6 AP2 Force weapon, and PML(2) for only 20 MBs is incredible value!

[2] — 5 woman Battle Sisters squads (with dual Meltas and MM Immolator DT) — This unit provides several benefits tot he army: first, it provides very solid anti-tank/anti-MC shooting with its multiple BS4 meltas and the TLed MMs on the Immolators; second, it gives you 8 small units that can “resurrect” on a 5+ if they are destroyed, which can be very important late game for taking back objectives (remember, because of Coteaz, the Sisters themselves are Objective Secured). Finally, it meets the minimum 4 Troop requirement without breaking the bank, leaving plenty of points for the rest of your army (four squads like this comes in at 560 points, which leaves you 1440 points left over in a 2000 point game, which is what I normally play).

[3] — 3 man White Scar Scout Biker squads (with Locator Beacon and Sgt with MB) — These squads provide so many functions, it is hard to capture them all. First, they can Infiltrate and Scout (or Outflank, if you need them to), getting them right where you want them before Turn 1 even begins. Second, they are Objective Secured (thanks again, Coteaz!), so they can use their 12″ move and 12″ Turbo-boost all game long to grab key objectives easily. Third, they have Skilled Rider (so 3++ Jink save and ignoring all Difficult/Dangerous Terrain tests) and Hit and Run (so jumping out of combat when needed. Fourth, with the MB and Hatred, they can be quite a sneaky good little Tank Hunter unit. Finally, with their Locator Beacon they can bring in ANY Deep Striking element (including Jump Pack units, Drop Pods, Gates of Infinity units, etc.) with no scatter, which can make a tremendous difference in the overall game (more on this later).

Alright, if I tally up the Army List so far, with 4 x Battle Sisters squads, 2 x White Scar Scout Biker squads, and Coteaz that is a total of 800 points, leaving us with 1200 left to play with. Now, we need at least one more HQ to meet the minimum Castellans of the Imperium requirements. We also need so hard-hitting ranged firepower against both hordes and heavy infantry/MCs, and I would like to work in a solid close combat element as well. Finally, to truly be a balanced TAC list, we need some form of anti-Flyer/Anti-FMC as well.

Looking at all this, I think another very potent (and perhaps under-appreciated) unit is the Wyvern Battery. For only 13 MBs, you get an artillery tank with AV12/10/10 that puts out 4 x TLed S4 AP6 Ignore Cover, Shred, Barrage, Small Blast shots a turn at 48″. This is obviously exceptionally against any kind of light infantry and can even force lots of wounds on MEQs if required (because it Ignore Cover, the Wyvern can be a great insurance policy against units that rely on strong cover saves, like Ravenwing Bikers, as well). Normally, a battery of  Wyverns takes up one of the three valuable Heavy Support slots, but in this case you have 0-6 Heavy Support choices, so you can take multiple “solo” Wyverns and still have plenty of Heavy Support choices remaining. Let’s take three Wyverns (each in a single vehicle battery), which costs a total of 195 points, leaving us with 1005 points left for the army.

Next, we need something to deal with those omni-present Wraithlords, Stormsurges, Dreadknights, Daemon Princes, etc. Of course, the best answer is Grav Cannons, especially Relentless ones coming off a Drop Pod. A squad of Devastators with 4 Grav Cannons (who happen to be Objective Secured… thanks a third time, Coteaz!) riding in a Drop Pod ought to fit quite nicely here. The problem, of course, is that they are not Relentless, and would normally only get 12 Grav shots at 12″ when they came in… enter the Terminator Captain in Cataphractii Armor (who is our second mandatory HQ choice, by the way).

In addition to being a tremendous “tank” character with his 2+/4++ (and re-rolls of failed Invul saves of 1), he has Slow and Purposeful, which conveys to the entire squad he is attached to. This means they cannot Overwatch, Run, or conduct Sweeping Advances, but is ALSO means they shoot at full capacity with Heavy/Salvo weapons (like Relentless) after moving, which is obviously very good with Grav Cannon Devastators. So, take a 5 man Devastator Squad with 4 Grav Cannons and a Drop Pod (take the Isstvaan V Dropsite Massacre legacy of glory for no scatter Deep Strike), then attach the Cataphractii Captain (and give him a Relic Blade and the Hunter’s Eye Relic, for Ignore Cover goodness) and you have a unit that can drop in Turn 1 and unleash 20 Grav Cannon/Amp shots with Ignore Cover for a total of 420 points (this unit should statistically kill a Wraithknight in a single volley)… this leaves us with 595 points left to use, and still a need form some anti-Flyer and close combat capability in the unit.

In terms of Anti-Flyer, I think pound-for-pound the Stormhawk Interceptor is one of the best “all-rounders” in the game (assuming we are NOT using Death from the Skies supplement, as per the current ITC FAQ). For only 29 MBs, you get a Flyer with Av12/11/11 (so cannot be hurt by lucky Bolter shots, unlike the Stormtalon) and 2HPs that puts out 2 x S9 AP2 shots at 24″, 4 x TLed S6 AP4 Rending shots at 24″, and 2 x Krak or Frag Missiles at 48″ a turn. Taking one of these and you have some very solid anti-Flyer, anti-tank, anti-MC, and anti-horde ability all rolled into a pretty survivable platform, thanks to ground units only being able to Snapfire when shooting at them, so a very versatile option here. This leaves us with 450 points left to spend.

Finally, we need some close combat punch… while there are lots of options in the Castellans of the Imperium detachment, I think this is where we reach out to an allied formation, namely the Shadowstrike Kill Team formation from Angels of Death. You must include 2-4 Scouts and 1-3 Vanguard Veterans (must take Jump Pack upgrades), but in turn get the option to choose (rather than roll for) when your Vanguard come in from Reserve and also the ability to charge on the same turn they arrive by Deep Strike (if within 9″ of two Scout squads from this formation, they do no scatter).

So, based on that, I would take two squads of White Scar Sniper Scouts (for holding backfield Objectives and providing a bodyguard to Coteaz), which costs us 24 MBs, leaving 330 points. With those remaining points, I would then take a pair of White Scar Vanguard squads with, each with 5 models, two Storm Shields, a Power Maul, and two Power Fists, which is exactly 330 points on the nose. Being able to automatically charge out of Reserve on turn 2 (and use the Scout Biker Locator Beacons to prevent scattering) makes for a very solid melee counter-punch and gives lots of flexibility against a variety of armies (and Hit and Run gives them the ability to get out of combat and charge again, as required).

Taking all this together, you have the following for a 2000 point army:

CASTELLANS OF THE IMPERIUM

—HQ—

*Coteaz

*Cataphractii Terminator Captain

—TROOPS—

*5 model Battle Sisters with dual meltas and Immolator DT

*5 model Battle Sisters with dual meltas and Immolator DT

*5 model Battle Sisters with dual meltas and Immolator DT

*5 model Battle Sisters with dual meltas and Immolator DT

—FAST ATTACK—

*3 model Scout Bikers with Locator Beacon and MB

*3 model Scout Bikers with Locator Beacon and MB

*Stormhawk Interceptor with CML upgrade

—HEAVY SUPPORT—

*5 model Devastators with 4 Grav Cannons, Drop Pod (with Isstvaan V Dropsite Massacre legacy of glory upgrade)

*Wyvern

*Wyvern

*Wyvern

SHADOWSTRIKE KILL TEAM

*5 model Scout squad with Sniper Rifles

*5 model Scout squad with Sniper Rifles

*5 model Vanguard squad with JPs, 2 PFs, 2 Storm Shields, and a Power Maul

*5 model Vanguard squad with JPs, 2 PFs, 2 Storm Shields, and a Power Maul


Overall, I think this gives us a very versatile army that has answers for hordes, Flyers/FMCs, heavy infantry, vehicles, and Monstrous Creatures/GMCs, plus has solid assault abilities and lots of units for taking Objectives. Not a perfect list by any means, but a very flexible one that can genuinely take on almost any opponent with a fair chance of success, I believe.

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