Thursday, January 21, 2010

Poll Open for the January Army List Challenge

There are three army lists to choose between this month: Heinz' Ultramarines, Suneokun's Guard, and Farmpunk's Sisters. This month, the theme of the army list challenge was to design a list capable of taking on a tyranid horde in a standard battle (Capture and Control with Table Quarters set-up). But the horde was not the normal one: it consisted of lots and lots of flying tyranids (gargoyles, flying tyrants, and so on).

Which of the three lists do you consider to be the most effective army list that also best articulates the theme? The poll is open! Results will be tallied and posted on 28th/Jan.

Here's the lists:

(1) Heinz.
Landing on a Tyranid infested planet to delay the inevitable and retrieve artifacts? Who else but the Emperors finest for such a task! And if it's going the be the Emperor's finest; Who else but the Ultramarines!!

The Ultramarines Special Character Army!


Sternguard Squad (8)
Power Fist, Combi-Flamer, Drop Pod

Tactical Squad 1
Power Fist, Combi-Flamer, Flamer, Missile Launcher, Counter Attack, Drop Pod

Tactical Squad 2
Combi-Plasma, Plasma Gun, Plasma Cannon, Rhino

Scout Squad (10)
Tellion, Heavy Bolter

Chronus, Siege Shield



Total 1500pts.

Upon reaching the planet, Sicarius deploys Tellion and his scouts right away to confirm the location of the artifacts and scout out the digestion pool. Fortunately or not, they are both close by! Tellion regroups his scouts back to the ruins where the artifacts are hidden.

Meanwhile, under the command of Chronus, a defensive armoury consisting of a Vindicator, 2 Whirlwinds and the Second Tactical Squad in Rhino was prepped and deployed in two thunderbird transporters right after the scouts to secure the artifacts.

Once word reached Sicarius from Tellion that the digestion pool was so close to the artifact, Sicarus wasted no time ordering an immediate strike after a brief glance at the tactical map; deploying himself with the First Tactical Squad via drop pod to land just as Chronus' detachment started bombarding the digestion pool. The Sternguard Squad would be deployed from reserve to pump rapid fire hellfire rounds into the flying Tyrant spotted in the area.

Well... At least that's how I envisioned it in my head...

Sicarius drop pods next to a forward brood of gargoyles and burns them with the dual flame templates. The drop pod will provide valuable cover for the Vindicator. Sicarius and the squad should be mostly okay considering the the support from 2 Whirlwinds, a Vindicator and Tellion's full sniper Scout squad. It's just a simple case of blast & blast away.

The second Tactical squad's role is be a mobile plasma pillbox to target TMC and other 2+ nids. It's also the only mobile scoring unit depending on which objective requires more scoring units.

The Sternguard land next to the flying Tyrant and just pump hellfire rounds into it. It's got to fail some saves. The Power Fist will finish it off.

Some odd justifications
- Use of expensive special characters mean I had to multiply my firepower by using as many large blast weapons, blast weapons and templates as possible.
- Siege shield to brush aside the lush flora and fauna that first drew the Tyranids
- Chronus because he keeps shooting that lovely demoliser cannon until weapon destroyed or wrecked.
- Missile Launcher on the first Tactical squad because it's the classic counterpart to the flamer.
- Combi-Flamer on the Sternguard incase they need to drop next to a brood of gargoyles.

(2) Suneokun
When facing flying nasties the key to victory is speed and firepower. It also helps if your whole army comes in a nicely armoured shell!

Option #1: Flight of the Mad Brigade

Primaris Psyker #1 70
Primaris Psyker #2 70

Sly Marbo 65

Veterans #1: shotguns, 1 Grenade Launcher and 2 Melta Gun's, Demolitions 125
Veterans #2: shotguns, 3 Melta Gun's, Demolitions 130
Veterans #3: shotguns, 3 Melta Gun's, Demolitions 130
Veterans #4: shotguns, 3 Melta Gun's, Demolitions 130

6 x Valkyries with Rocket Pods: 780

Tactics: this list is designed to out dogfight the horde. It starts on the board and immediately lights up any larger creatures (Flying Warriors for example) with S6 dakka. Once the badguys have closed then the Valks revert to a 12" move and 6 rocketpods a turn to keep the hivemind away. Marbo's your 'ace in the hole', giving you an anti lictor or Warrior killer option with his Demo pack. The melta's may look out of place, but they're actually 'sacrifice' units for killing Warriors and MC's... I think these guys would give a good game, but my option 2 is the 'meat and potatoes'...

Option #2: Come and get me...

Primaris Psyker #1 70
Primaris Psyker #2 70

Sly Marbo 65

Infantry HQ #1 with heavy flamer and 3 flamers, in Chimera with extra armour, heavy stubber and heavy flamer 145
Squad #1: Flamer in Chug as above: 135
Squad #2: Flamer in Chug as above: 135

Infantry HQ #2 with heavy flamer and 3 flamers, in Chimera with extra armour, heavy stubber and heavy flamer 145
Squad #1: Flamer in Chug as above: 135
Squad #2: Flamer in Chug as above: 135

3 x Hellhounds (separate) with heavy bolter and extra armour.

This lot are designed to take the first punch. The Multilasers, Primaris Psykers and Heavy bolters bring S6 death to any warriors on the board. This gives them a potential 'protection zone', as the gargoyles struggle to close without synapse.

The tank take a shooting/charge and then smack the nids with tank shock and apply multiple flamer death.

Each command Chug can pump out 2 Heavy flamer and 3 flamer shots (and a las pistol too - woop!) each squad chug can offer a flamer and a heavy flamer. The primaris psykers go dark on the lead chugs (Nightshroud), forcing lots of low level leadership nids to 'try' to shoot them.

As above, Marbo's the ace in the hole. Killing Warriors when he arrives.

(3) Farmpunk.
ok, so here I go to take a crak at the newest codex using one of the older codexes. I ACTUALLY get to use some of the WitchHunter's toys for this one. primarially, I'm going with a nasty one:
Blessed Ammo.
What's that? ah. psychic charged bullets that ignore cover. so here goes:

Ordo Hereticus Inquisitor Lord (Bolt pistol, CCW, Psychic Hood, Psi-tracker, #Hammer of the Witches) (159pts)
2 Hbolter Servitors
1 penitent

The old school psychic hood works against any psychic power on the board, the Psi-tracker lets any unit in the force re-roll one to-hit roll vs a psyker, or psyker attached to it (probably will go to an exorcist shot).
Hammer of the Witches psychic power makes D6 psykers take Ld tests, or suffer a Perils of the warp.
The Penitent gives the squad 4+ save to psychic attacks directed against them, or that they are in the area of effect. if the save is made, the power is nullified.

Celestian squad (3 bolters, 2 meltaguns)
Immolator (twin-linked Hflamer, that can move 12" and fire)(E. Armor) (158pts)

Celestian Squad (3 bolters, 2 meltaguns)
Immolator (twin linked Hflamer) (E. Armor) (158pts)

Sisters of Battle Squad (7bolters, Hflamer, Flamer)
Veteran Sister Superior (bolter, book of St. Lucius)
Rhino (E. Armor, Pintle mounted Storm bolter, Blessed Ammunition) (222pts)

Sisters of Battle Squad (7bolters, Hflamer, flamer)
Veteran Sister Superior (Bolter, Book of St. Lucius)
Rhino (E. Armor, Pintle mounted Storm bolter, Blessed Ammunition) (222pts)

Sisters of Battle squad (7bolters, Hflamer, flamer)
Veteran Sister Superior (Bolter, Book of St. Lucius)
Rhino (E. Armor, Pintle mounted storm bolter, blessed Ammunition) (222pts)

Heavy Support:
Exorcist (E. Armor) (140pts)
Exorcist (E. Armor) (140pts)
Immolator (twin-linked Hbolter, Blessed Ammunition, E. Armor)

ok, all of the Celestians and Sisters have a 5+ to nullify psychic powers used against them, the inq. has a 4+.
I've brought a psychic hood to nullify psychic powers as well. Hammer of the witches is to annoy psykers, and because I don't ever use it. The psi-tracker re-roll to-hit once a turn vs. a psyker is nice as well. It should help take down the big controller bugs.

Immolators are nice since they can move 12" and still use their twin-lined Hflamers. if needed, they can move 6" and also fire the 2 meltas on the Celestians.

The Sisters Squads should be good harassment with the 4 Stormbolter shots that ignore cover from their rhinos. The Hflamer/flamer combo should be able to make a LOT of crunchy bugs.
If the rhino gets popped, the Book allows the squad, and anyone within 6" to choose to make unmodified Ld checks at the Veteran's Ld.

The Exorcists are there to Kill Monsterous Creatures. Especially lynchpin bugs, and big gun bugs. They love to see high T, 2+ armor go splat.

The Immolator with Blessed Ammo is for the Inquisitor to get in, and to gun down bigger bugs hiding in cover.

I figure that with most of the nids having 5+ armor, ignoring cover saves will be nice. I've got a lot of Hflamers with mobility, and bolters that ignore cover.

My entire force is meant to stay in their vehicles, and out of CC, unless they can deliver a devastating blow, and stay out of assault range. All of the Sororitas units are covered by 5+ nullification to psychic powers, and can all use faith. Depending on the situation, I've got 5 faith points to work with, and a good variety of ways to use it.

I should be able to make my way across the board to get the objective, and then die the glorious death of martyrs.

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