Astra Militarum Regiment Tactics & List: Tallarn

The desert sands burn under your feet as you wait in position waiting to strike on the enemy below, your lieutenant receives the order, “From the Sands, for Tallarn!”  And Check the Tactics Corner for more great articles!

Hey Guys and Girls, BigVik here in the next article in my series where I explore the army builds made possible by the regimental doctrines in the new Astra Militarum Codex! This article will be discussing the Tallarn Desert Raiders!

Tallarn is a desert world which is nearly uninhabitable since a massive battle fought upon its surface during the Horus Heresy. Since then the Tallarn have re-settled much of the planet using tunnel systems, and short excursions to the surface. From a tactical perspective, the Tallarn fight using guerrilla tactics to strike from all sides, then fade away before a proper response can be brought to bear. This manifests in the extensive use of light infantry raiding parties, and fast moving tank columns applied to the right place at the right time

From a rules perspective, if you want to dive back into the rules for the Vostroyan Regiments, I recommend you look back at Reece’s articles, Astra Militarum Review Part 1, and Part 2.

This list will be using a combination of light infantry to screen tanks and grab objectives, along with the ubiquitous leman russ to ensure the utter destruction of the target.

Brigade Detachment (+9 CP’s, Tallarn, Troops ObSec)

  • 3x HQ- Company Commander
  • 6x TROOPS- Infantry Squad w/ plasma gun, heavy bolter
  • 3x ELITES- 5 ratlings
  • 3x FAST ATTACK- Scout Sentinel w/ Multi-laser
  • 3x HEAVY SUPPORT- Heavy weapon team w/ 3 mortars

Spearhead Detachment (+1 CP, Tallarn, Leman Russes ObSec)

  • HQ-  Tank Commander w/ Punisher Cannon, 3 Heavy Bolters, Heavy Stubber
  • HEAVY SUPPORT- 3x Leman Russ w/ Battle Cannon, 2 Plasma Cannons, Lascannon
  • HEAVY SUPPORT- 2x Leman Russ w/ Punisher Cannon, 3 Heavy Bolters, Heavy Stubber
  • 3x HEAVY SUPPORT- Heavy weapon team w/ 3 mortars

What the List does: This is a relatively self explanatory list, the infantry can move around and still fire at full efficacy, while the Leman Russes do the same, this makes this army very mobile, and very good at covering large swaths of the board. Furthermore the 4 anti tank leman russes should ensure that any single large target the NEEDS killing will be done, and any troopers inside that will be mulched by the combination of the mortar teams and the dakka Punishers. This list will love an objective heavy environment as even though most of these models don’t move more than 5-6 inches a turn, they will be moving every turn, if not advancing every turn with potentially little change in the list’s output depending on the unit.

What Relics to take: You will probably want to take the Dagger of Tu’Sakh, and combine it with the Ambush stratagem to bring in up to half of your army (in blocks of 3 from the stratagem, and 2 from the relic) ambushing off the side of the board to ensure your opponent has NO IDEA where to put their full efforts.

What the Strengths are: This list can play the hell out of a progressive objective game. It has a total of 13 ObSec units (Yes, the Tank Commander is also has the Leman Russ keyword) you can place bodies on every objective on the board twice in the game for maximum points output, assuming every one of them is destroyed the turn you execute this risky maneuver. And though this list doesn’t have the kinds of re-rolls that most lists do, it will put MASSIVE strain on your opponent’s target priority… unless he’s playing Khorne, then you’re just getting closer to him….

What the weaknesses are: The output of this list is somewhat lower than other lists, and highly mobile, killy assault armies will simply love that you’ve put a ton of units in their grille. Now this can be a double edged sword for your opponent as well. If you can properly place your units, those berzerkers can kill the HELL out of one to two units a turn, which in this list, if managed properly, just keep feeding em until they die to your guns.

All in all I love the mobility of this list. Though it doesn’t have the vehicles that the Steel Legion list had, it definitely does something similar to them, but from a completely different angle. Rather than having steel boxes to get you there, just use ALL the board edges as your deployment zone!

Well that’s it for this time, come back next time for more wonky list ideas from the new Astra Militarum Codex!

And as always, Frontline Gaming sells gaming goodies at a discount, every day!

Frontline Gaming will buy your used models for cash or store credit!

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About BigVik

A gaming magpie, BigVik currently maintains perpetual noob status, playing Menoth and Khador in Warmachine, Imperial Guard in 40k, Imperialis Militia in 30k, and UCM, with a side of Scourge, in Dropzone and Dropfleet commander.

13 Responses to “Astra Militarum Regiment Tactics & List: Tallarn”

  1. Dakkath November 8, 2017 2:13 am
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    I think you should try to make room for at least one more tank commander. That tank order is stupid good.

    • Jimbojones November 8, 2017 6:11 am
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      Seconded!

  2. Tomguycot November 8, 2017 8:18 am
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    For what it’s worth these guys can actually play Armageddon’s game plan of “dudes in steel boxes” possibly even better than Armageddon does since your chimeras can stay mobile without losing damage output.

    • Reecius
      Reecius November 8, 2017 9:19 am
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      In that regard, yeah for sure. I am still a fan of double heavy flamers, personally.

      • Tomguycot November 8, 2017 11:42 am
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        True, though I’ve just got a bunch of 5th edition multi-laser Chimeras sitting around and Tallarn seems like the least terrible way to use em, haha.

    • Tyr November 8, 2017 2:53 pm
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      Thats actually what Ive been doing. Tallarn chimeras can stay a lot more mobile while still running long-range guns, making them a bit more fun to play than the SL “hop out, try to kill stuff, hop back” thing. Imo, anyway. Tallarn also works well with sentinels with more than the usual cheapest loadout/flamers. With Tallarn, you can actually run sentinels with some of the more expensive weapons without basically throwing away points. 🙂

  3. Petehappens November 8, 2017 9:14 am
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    Some Tallaran Thoughts:

    1. With the extra movement you are picking up you have the opportunity to field stronger, short range weapons. Consider demolishers and plasma cannnons instead of battle cannons.

    2. PRIMARIS PSYCHERS!!!! Seriously, dude… The ability to stack the -1 to hit and +1 to save powers from stratagems and psychic powers is what keeps your tank commanders alive.

    3. Speaking of keeping your tank commanders alive, they are characters, so ogryn body guards can be a sneaky way to add cheaper wounds to the tanks.

    4. Ambush and Dagger. First off, you should probably call out that ITC stupidly nerfed these rules for Tallaran before they even had a chance to be used in competitive play.

    But even with the Nerfed rules, they are still a very powerful tool for creating a beta strike component to your list. Tallaran simply don;t put out the fire power that other lists do, BUT that’s comparing 2 lists from turn 1. If you look at a list that just took an alpha strike and compare it to tallaran, I would bet Tallaran comes out a head. So look to max this ability. Supper heavies are not a bad way to hide a lot of points / fire power.

    5. Forge world has units like Tauros that fit well with mobile vehicles are considerably better than sentinels as you are not looking for scout… Tuaros also stay as a unit so are better at receiving force multipliers. Special of force multipliers… Tallaran has none. So look to rapier platform search lights for +1 to hit for a UNIT and salamander commander vehicles. Other solid units are vultures and chimeras with 2 hvy bolter turrets!

    6. Infantry. So it should be noted that you can advance and shoot (without the -1 penalty) all non heavy weapons with infantry. So plasma guns is what you really should be focusing on. Sure meltas, flamers, hvy flamers, and grenade launchers are options as well, but a 6″ + d6 + 24″ plasma gun is a pretty versatile weapon. I don’t really think infantry squads is where you want to be focusing, but infantry screens as a concept has merit as you will need to protect your leman russes from being tagged.

    7. bubble wrap. It should be noted that infantry might have a tough time keeping up with the leman russes as bubble wrap, so consider expanding your tactics to use units like taurox, chimerasmm sentinels and FLIERS to block charges. Also, make sure you understand the pile in rules as you can lose a lot of shooting to units “oozing” into your tanks without charging them.

    • Tomguycot November 8, 2017 11:48 am
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      A couple of thoughts on this.

      First, the recent FAQ changed the Ogryn to only work for infantry characters and the dagger is now only usable by infantry as well.

      Will agree on bubble wrap. I’m currently using a mix of sentinels, ratlings and chimeras to screen the “real” tanks.

    • Reecius
      Reecius November 9, 2017 2:58 pm
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      The ITC stupidly nerfed what? Lol, that was a GW FAQ dude, the ITC didn’t do anything, lol.

      • KingAceNumber1 November 10, 2017 6:35 am
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        Reece, stop being coy. We all know you run GW.

        • Reecius
          Reecius November 10, 2017 8:55 am
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          I guess, lol.

  4. WestRider November 8, 2017 10:17 am
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    Now this one looks like a whole lot of fun to me. Even tho I can’t afford the time and energy to get back into IG right now, I’m really tempted.

  5. Vipoid November 11, 2017 6:09 am
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    I don’t understand why you’d want Heavy Bolters in the Infantry Squads. Either you don’t Advance and waste the Tallarn bonus or else you Advance and can’t shoot them at all.