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8/5/2025, 8:36:07 PM
>>96258498
I read and look at art. BL, FW, Index Astartes, Lexicanum, GW.
A Thousand Sons gave me an appreciation for Thousand Sons, and Prospero Burns is making me like (Heresy-era) Space Wolves
I read and look at art. BL, FW, Index Astartes, Lexicanum, GW.
A Thousand Sons gave me an appreciation for Thousand Sons, and Prospero Burns is making me like (Heresy-era) Space Wolves
8/4/2025, 5:04:18 AM
Interdiction Cadre Spam
=Important Notes
1] Limited to Despoilers and Tacticals
2] Deploying is a reaction, and the unit you deploy is the one reacting, so you cannot do any other reactions for them on the turn they deploy.
3] You are playing a zoning/disruption game and will likely lose a squad even if it’s maxed
4] Cannot be used in response to Reserves Moving (that’s step 1 of the Movement Phase)
5] Volley fire is not a reaction
6] Units in reserves that did not deploy by the end of the game count as destroyed, therefore for core missions it is best to keep no more than [4x your reaction points per turn] cadres in reserve
=“Who can actually spam Interdiction Cadre Prime troops?”
Assuming a primary detachment with a praetor and 5 centurions via an officer cadre apex detachment:
-WE, DG, and TS can field up to 10 Interdiction Cadres (100-200 marines) via auxiliary detachments
-DA and SoH can field up to 20 Intediction Cadres (200-400 marines) via auxiliary detachments
=General Tactical Squad Notes
-Bad at melee; chain bayonets dubious
-Sgt choice: drop bolter for melee weapon or not? Already bad in melee, 1 power fist or thunder hammer isn’t going to change much. Combi-bolters might be the secret sauce
-even as snapshots, 20+ bolter volley shots are brutal
=General Despoiler Squad Notes
-bad guns; consider hand flamers for volley utility
-Sgt: thunder hammer!
-wide range of upgrade in a big blob makes melee dangerous for vet enemies
=Ist-Dark Angels
Legion trait: Generally useful
Wargear options: The Calibanite Warblade is the same price as a Thunder Hammer
Extra detachment options: 2 Transports per 2 Intediction Cadres, which don’t complement at all, but if you want to spam havoc + multimelta suicide Rhinos . . .
=Important Notes
1] Limited to Despoilers and Tacticals
2] Deploying is a reaction, and the unit you deploy is the one reacting, so you cannot do any other reactions for them on the turn they deploy.
3] You are playing a zoning/disruption game and will likely lose a squad even if it’s maxed
4] Cannot be used in response to Reserves Moving (that’s step 1 of the Movement Phase)
5] Volley fire is not a reaction
6] Units in reserves that did not deploy by the end of the game count as destroyed, therefore for core missions it is best to keep no more than [4x your reaction points per turn] cadres in reserve
=“Who can actually spam Interdiction Cadre Prime troops?”
Assuming a primary detachment with a praetor and 5 centurions via an officer cadre apex detachment:
-WE, DG, and TS can field up to 10 Interdiction Cadres (100-200 marines) via auxiliary detachments
-DA and SoH can field up to 20 Intediction Cadres (200-400 marines) via auxiliary detachments
=General Tactical Squad Notes
-Bad at melee; chain bayonets dubious
-Sgt choice: drop bolter for melee weapon or not? Already bad in melee, 1 power fist or thunder hammer isn’t going to change much. Combi-bolters might be the secret sauce
-even as snapshots, 20+ bolter volley shots are brutal
=General Despoiler Squad Notes
-bad guns; consider hand flamers for volley utility
-Sgt: thunder hammer!
-wide range of upgrade in a big blob makes melee dangerous for vet enemies
=Ist-Dark Angels
Legion trait: Generally useful
Wargear options: The Calibanite Warblade is the same price as a Thunder Hammer
Extra detachment options: 2 Transports per 2 Intediction Cadres, which don’t complement at all, but if you want to spam havoc + multimelta suicide Rhinos . . .
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