Battle Report: Cadians vs Crimson Fists

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Over the last three days we’ve looked the Cadian background from the new Astra Militarum codex, their specific rules and at my army. Today it’s time for Cadia to go to war.

For my first game with my Cadians I faced a Crimson Fists force. We played a 2000 points matched play game, but instead of using the scenarios from the Warhammer 40,000 rulebook, we used the Open War cards.

With our randomly selected deployment map, Objective and Twist selected, the Crimson Fists won the roll off and chose to deploy in the large triangular area, leaving me two corner areas.

The wacky deployment wouldn’t be an issue, and a straight up fight for the most Power killed would suit my army down to the ground. The reduced range allowed for shooting however looked like it would cause me some issues.

I chose to split my forces in to two ‘halves’ , protecting my more important assets behind two screens of Cadian Infantry. These loyal servants of the Emperor would be proud to be the first to face the ‘heretic’ Adeptus Astartes. I left my Tempestus Scions off the board in reserve, ready to insert themselves behind enemy lines, hounding any enemy units that tried to hide from my firing lines.

After deployment I was able to draw a Ruse card, which gave me the chance to put my Hellhound in reserve, as it slipped round the flanks of the enemy in reserve.

I won’t go in to a turn by turn, blow by blow account of the game, but let’s just say it was a blood bath.

Not being forced to move I was able to hold my ground for the most part, taking advantage of the Cadian trait of being able to re roll any 1’s to hit, this combined with the Take Aim order, allowed me to re roll a lot of the inevitable misses as las fire lit up the dark battlefield.

I was ferociously attacked on each flank, my left holding stronger than my right, as the Fortress of Redemption gave the Crimson Fists a bit of protection from my firing lines.

My infantry was slowly reduced man by man, but with superior numbers, even with the resolute Cadians dropping to the barrage of Bolter fire, I was able to cause horrific destruction on the advancing Marines, concentrating on the key pieces such as the Flyer and Rhinos. Once the Marines were out and on foot, they were much easier to trouble with the mighty Lasgun.

After four turns, the Crimson Fists were reduced to only a handful of infantry with just under half of the Cadians still going strong. Before hitting turn five we added up the score, finding it was closer than it looked with the Imperial Guard holding a slender 52-47 lead.

We hit turn five and with a lot of the Fists locked in combat the Guard casualties were light, with the loss of a Lascannon Heavy Weapons Squad and the Lord Commissar.

With the two Leman Russes still active the Cadians were able to take out the last of the Sternguard and the Librarian to claim 20 more victory points and take the game 72-54. The amount of firepower left in turn five, making the result flatter the guardsmen’s efforts.

So, what do I think of the Adeptus Militarum?

I enjoyed playing with them, having watched a game being played with the Praetorians (using the Mordian rules) and then playing with the Cadians, the Games Workshop rules writers have done a great job making each of the regiments different enough to give you that choice of what type of Imperial Guard force to collect. The ability to re roll 1’s when shooting is surprisingly powerful, especially when combined with the Take Aim order.

The weaknesses of the Guard become apparent once the enemy hit your lines, the low number of attacks low weapon skill and strength mean they struggle to do much damage in close combat, and with a skilled opponent tagging multiple units, this really reduces your ability to fire effectively, even with the Get Back in the Fight order allowing you to leave combat and still shoot. Next time I’ll being some Ogryns to add some punch.

The amount of Stratagems and Orders is a bit overwhelming, and sifting through the potential bonuses can take some time, there is almost certainly a time when you’ll miss a card that could have been really useful. I had 12 command points and didn’t use them all up, better knowledge of the available stratagems may have meant I did, but I guess this all comes with time and playing with the same army multiple times.

So overall, I really like what has been done with the Imperial Guard, and am happy with how my Cadians play on the battlefield. I have no plans to add anything to my army, but never say never to the potential of a super heavy tank rolling to the aid of my planet-less Cadians.

Cadia Lives!

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