Okay - its the start of the month again, and its time for the next monthly army list challenge on Warpstone Flux! This one is played around a new scenario... let me explain...
Overview of the Scenario.
The star that this planet is orbiting is liable to go supernova any moment soon! When it does, every bit of biomass on the surface of the planet will perish and the planet will get wiped out by the resultant shock wave. Luckily for you, your strike cruiser is orbiting at a safe distance away from the planet and stands ready to teleport your army back on board to safety. Your army is presently on the surface of the planet though. They are racing to recover artifacts before the star goes supernova.
The game starts with 9 (yes, nine!) objectives on a 6x4 ft board with random scenery. The objectives are placed alternately by each player during set up and cannot be closer than 7 inches to each other.
At the end of every game turn, roll a d6 for each unit. On a 4+, they can elect to teleport back to the orbiting cruiser (their friends have succeeded in getting a teleport lock on them!). If this option is taken, they are removed from the board and the controlling player scores one point. If the unit is also fully controlling (not contesting!) an objective (i.e. no enemy unit within 3 inches of it) and is not engaged in melee, then that objective will teleport back with them as well -- score one further point.
Whenever the game ends, the star goes supernova and everything remaining on the board perishes. The winner is the one with the most points (i.e. living units that have teleported back and objectives).
Rules.
(1) Design a 1850 points (standard mission) army from any codex to collect the objectives, engage the enemy and teleport out of there!
(2) Special Rule for this scenario: The maximum number of killpoints for your army is 14. This is to ensure that each player cannot outscore their opponent simply by choosing more units!
(3) Post your army lists as a comment to this posting and suggest why they're well suited to this mission and scenario in particular. Why is you army on a planet that is about to take a close up view of a supernova?!
(4) On Nov 14th 2009, I'll start a voting poll that will be open for 1 week to vote for what Warpstone Flux readers consider to be the "most effective army list that also best articulates the theme" (whatever readers interpret that to mean) out of all entrants.
(5) Winner will be tallied and announced on Nov 21st.
Remember, the real aim of these challenges is to help others design effective army lists that are both themed and effective. There are no prizes beyond honour and kudos!
Overview of the Scenario.
The star that this planet is orbiting is liable to go supernova any moment soon! When it does, every bit of biomass on the surface of the planet will perish and the planet will get wiped out by the resultant shock wave. Luckily for you, your strike cruiser is orbiting at a safe distance away from the planet and stands ready to teleport your army back on board to safety. Your army is presently on the surface of the planet though. They are racing to recover artifacts before the star goes supernova.
The game starts with 9 (yes, nine!) objectives on a 6x4 ft board with random scenery. The objectives are placed alternately by each player during set up and cannot be closer than 7 inches to each other.
At the end of every game turn, roll a d6 for each unit. On a 4+, they can elect to teleport back to the orbiting cruiser (their friends have succeeded in getting a teleport lock on them!). If this option is taken, they are removed from the board and the controlling player scores one point. If the unit is also fully controlling (not contesting!) an objective (i.e. no enemy unit within 3 inches of it) and is not engaged in melee, then that objective will teleport back with them as well -- score one further point.
Whenever the game ends, the star goes supernova and everything remaining on the board perishes. The winner is the one with the most points (i.e. living units that have teleported back and objectives).
Rules.
(1) Design a 1850 points (standard mission) army from any codex to collect the objectives, engage the enemy and teleport out of there!
(2) Special Rule for this scenario: The maximum number of killpoints for your army is 14. This is to ensure that each player cannot outscore their opponent simply by choosing more units!
(3) Post your army lists as a comment to this posting and suggest why they're well suited to this mission and scenario in particular. Why is you army on a planet that is about to take a close up view of a supernova?!
(4) On Nov 14th 2009, I'll start a voting poll that will be open for 1 week to vote for what Warpstone Flux readers consider to be the "most effective army list that also best articulates the theme" (whatever readers interpret that to mean) out of all entrants.
(5) Winner will be tallied and announced on Nov 21st.
Remember, the real aim of these challenges is to help others design effective army lists that are both themed and effective. There are no prizes beyond honour and kudos!
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ReplyDeleteSorry. Made a mistake in that last post. Can only troops control objectives per normal rules? If so, then I've got a VERY different list in mind!
ReplyDeleteYes - standard rule apply: only troops can control objectives.
ReplyDeleteI should have made that clear from the outset :)
OK, insane guard option:
ReplyDeletePrimaris Psyker - 70
Primaris Psyker - 70
Plt #1 HQ, 2melta, 2GL - 60
6 Squads with melta plus Commissar with 2 powerswords - 415
7 Chimeras - 385
Plt #2 HQ, 2melta, 2GL - 60
6 Squads with melta plus commissar with powersword- 405
7 Chimeras - 385
Total 1850 (6-14 killpoints depending on setup)
This armylist exploits a loophole. Above you state that a returning unit will snatch an objective on a 4+ if not contested or in combat. You didn't say you could only take one!
The 14 Chugs motor forward and cause havoc with all those S6 Multilaser and heavy flamers. The Infantry HQ (with a Psyker each) lay down some serious S6 hits (and melta too) from inside the Chugs. The guards squads are organised in anticipation of the opponent, with a core of two large commissared uber units.
One shields, the other joins up 3 plus objectives and then goes home. The commissar grants 'stubborn' so any close combat unit will be tarpitted.
The Chugs don't give away killpoints, but can drop off a squad to 'return' for far away units.
Against close combat opponents the Chugs plus guardsmen will simply attrition the opponent to death and focus on his troops.
NB: Reason for being there. Don't want to be, this is a last ditch evacuation strategy by the PDF ... who have been led to the markers/anomalies by their psykers.
ReplyDeleteTau Rescue and Recovery Force (Hostile LZ lv3):
ReplyDeleteCrisis Shas'el TLMP, PR, Stims, HWTLock
-2 BG w/ TL MP, Flamer
x3 8 FWs w/ Shas, Devilfish w/ SMS, DP, MT, TA
x2 20 Kroot Warriors
8 Pathfinders w/ Devilfish w/ SMS, DP, MT, TA
SkyRay w/ SMS, DP, TA, MT
x2 Hammerheads w/ Rails, MT, DP, TL
The Tau recovery operation on this dying planet depends on 2 things: Devilfish units devoted to capturing or contesting objectives and massive blocks of Kroot to grab 1 or 2 objectives before going off world.
The Pathfinders and Heavy Support/HQ will work to destroy, disable and slow down any enemy APCs. Markerlight support will lead in railgun barrages to drive the enemy off key objectives.
As the Tau doctrine is to conserve (Tau) life, I imagine that the kroot will be expendable in the early turn infiltrating obj grab (since each unit has a 50% chance of porting and spreading out enough to grab objectives). They will take heavy fire and then my Armored Core will appear and fire back.
Least that's the plan.
Pay fritz lots of money and get him to come with too many jetbikes to count then let him use his insane tactics to win for you! Nah, here is my list:
ReplyDeleteHQ
Rune priest with term armour, wolf tooth necklace and wolf tail talisman, chooser of the slain, master of runes, saga of the beast slayer- 205
Troops
10 grey hunters x3 with 2 flamers and drop pod- 555
10 grey hunters x3 with 2 melta guns and drop pod- 570
Heavy support.
6 long fangs, 5 missile launchers- 115
Yea, I come in way under points but th idea is still there. When placing the objectives I make sure to place some of them close together (seven inches or there abouts), then when i drop pod down I cover the objectives with my grey hunters and teleport back up, the rune priest and grey hunters provide cover and defence (with powers like tempests wrath and murderous hurricane) before hopefully leaping up into my strike cruiser. so basically I drop down pic up something then get back up there.
The aesthetic is that we have found a chapter relic and need to retrieve it before the planet goes BOOM! so we send down a pick-up froce accompanied by the man who found the chapter relic (the rune priest) and some guys that have been operating on the planet in covert for some time (long fangs). Anyway. i know my list is under points but comment away on it!