There have been four entrants for the May 2010 Army List Challenge. The entrant's kill teams (and their chosen codex and army list) are detailed below. Once you've read through the army lists, vote on the poll to the right hand side to choose who you think has the most effective army that also best articulates the theme. There are no prizes for these contests, only honour and kudos! Along the way, we hope that we've encouraged others to help think about how to build effective army lists that are well themed or well suited to a particular theme.
Kraggi (Imperial Guard):
I use the Imperial Guard, and have always enjoyed the novels of Guants Ghosts and how they could take down pretty much anything that was thrown at them. So with that in mind (and the Gaunts Ghosts models in mind for some of these) here is my Kill Team:
Veteran Squad with All Doctrines (Forward Sentries, Grenadiers, Demolitions)
Sergeant Ansul: Power Sword, Feel No Pain
Heavy Weapons Team Tryel: Rocket Launcher, Relentless
Specialist Nomin: Sniper Rifle, Infiltrate
Specialist Gantro: Grenade Launcher
Specialist Saldor: Flamer
Specialist Greigor: Demolition Charge
Veteran Halshan
Veteran Dopila
Veteran Tsor
Every model in this list gets a 3+ cover save while in cover from their Camo Cloaks, they all have Frag, Krak and Defensive Grenades, in addtion to Meltabombs.
Carapace Armour means that they at least get a save against the basic weapons they will be facing in the game.
They have a good spread of weapons meaning they should be able to deal with most things people throw at them.
Only 1 of them has to stay in one place to do damange, and I think I can afford to have 1 man out of my 10 hanging back to harass the enemy.
Tom (Tau):
200 points of Tau Stealth Suits would seem to fit the flavour of the mission, might not be very successful but hey ho!
Starting off with
Team Leader
Fusion Blaster, Targeting array, HW(Hard Wired)Blacksun Filter, HW Multitracker, HW Drone Controller, Shield Drone and Markerlight.
3 Stealth Suits all with Targetting array, as for the USR's
Team Leader gets Tank Hunter, with 2 of the normal guys getting Feel No Pain and Hit + Run.
I know I'm going to be making leadership tests as soon as I've taken a casualty but you'll have to get to me first and with the Stealth suits meaning you're using night fighting all the time plus the ability to Jump Shoot Jump models back out of line of sight it'll be more difficult than you think.
Folkert (Imperial Guard):
Forward Recon Teams Mavericks and Kill-Shot:
Scout Sentinel "Stalker", Autocannon 40 - Stealth
Scout Sentinel "Tread Hunter, Autocannon 40 - Tank Hunters
Scout Sentinel "Sucker-Punched", Autocannon 40
Ratling Sniper "Bulldog, 10 - relentless
7x Ratling sniper 70
Total: 200
Composed entirely of forward scout elements this was, IMO, a fluffy kill team list made for taking out their targets from concealed positions. so My choice will be the table half full of terrain, using scout and infiltrate to command the good sniping positions. the sentinels stalk the buildings and take out an mech or high toughness units out there. the ratlings focusing on the infantry systematically taking them out one at the time. the sentinels will also function as guardians for the ratlings as well as speedbumps. only bad thing about this list is it's low Ld. but having 11 models who almost all of them have an 3+ cover save will hopefully mitigate that.
If I had to face Kraggis list I'd focus on the rocket launcher first and then the grenade launcher and flamer and then demo charge. the sergeant will be left alone until there are no better targets, cause killing something with a 3+ cover save and FNP is a Pain in the Ass (which I will feel and he wont lol)
Farmpunk (Grey Knights):
Grey Knight Terminators
1Grey Knight Terminator w/Nemesis Force Weapon, Storm Bolter, Fleet of Foot
1Grey Knight Terminator w/Nemesis Force Weapon, Incinerator, Infiltrate
1Grey Knight Brother Captain w/Nemesis Force Weapon, Psycannon, Feel No Pain
small force, since these guys are pricey. It's a minimum squad, and taking a wound is bad for these guys, but at Ld10 Fearless they should be ok. Heading into cover will make them tough to get out. Since they're all in Terminator armor, they're all relentless, with Power weapons, have the option to Deepstrike, and have the Shrouding to help conceal them at long range (about 30") Their drawback is no Frag grenades for charging into cover.
The infiltrator will set up to burninate/charge if possible (AP2 is highest priority, followed by power weapons), with the Fleet Termie advancing quickly. The FNP Psycannon should be able to give any long range shooters fits, and maybe take down some light armor.
S6 Power weapons kill stuff dead.
These guys should be able to dish out, and take hits too.
Kraggi (Imperial Guard):
I use the Imperial Guard, and have always enjoyed the novels of Guants Ghosts and how they could take down pretty much anything that was thrown at them. So with that in mind (and the Gaunts Ghosts models in mind for some of these) here is my Kill Team:
Veteran Squad with All Doctrines (Forward Sentries, Grenadiers, Demolitions)
Sergeant Ansul: Power Sword, Feel No Pain
Heavy Weapons Team Tryel: Rocket Launcher, Relentless
Specialist Nomin: Sniper Rifle, Infiltrate
Specialist Gantro: Grenade Launcher
Specialist Saldor: Flamer
Specialist Greigor: Demolition Charge
Veteran Halshan
Veteran Dopila
Veteran Tsor
Every model in this list gets a 3+ cover save while in cover from their Camo Cloaks, they all have Frag, Krak and Defensive Grenades, in addtion to Meltabombs.
Carapace Armour means that they at least get a save against the basic weapons they will be facing in the game.
They have a good spread of weapons meaning they should be able to deal with most things people throw at them.
Only 1 of them has to stay in one place to do damange, and I think I can afford to have 1 man out of my 10 hanging back to harass the enemy.
Tom (Tau):
200 points of Tau Stealth Suits would seem to fit the flavour of the mission, might not be very successful but hey ho!
Starting off with
Team Leader
Fusion Blaster, Targeting array, HW(Hard Wired)Blacksun Filter, HW Multitracker, HW Drone Controller, Shield Drone and Markerlight.
3 Stealth Suits all with Targetting array, as for the USR's
Team Leader gets Tank Hunter, with 2 of the normal guys getting Feel No Pain and Hit + Run.
I know I'm going to be making leadership tests as soon as I've taken a casualty but you'll have to get to me first and with the Stealth suits meaning you're using night fighting all the time plus the ability to Jump Shoot Jump models back out of line of sight it'll be more difficult than you think.
Folkert (Imperial Guard):
Forward Recon Teams Mavericks and Kill-Shot:
Scout Sentinel "Stalker", Autocannon 40 - Stealth
Scout Sentinel "Tread Hunter, Autocannon 40 - Tank Hunters
Scout Sentinel "Sucker-Punched", Autocannon 40
Ratling Sniper "Bulldog, 10 - relentless
7x Ratling sniper 70
Total: 200
Composed entirely of forward scout elements this was, IMO, a fluffy kill team list made for taking out their targets from concealed positions. so My choice will be the table half full of terrain, using scout and infiltrate to command the good sniping positions. the sentinels stalk the buildings and take out an mech or high toughness units out there. the ratlings focusing on the infantry systematically taking them out one at the time. the sentinels will also function as guardians for the ratlings as well as speedbumps. only bad thing about this list is it's low Ld. but having 11 models who almost all of them have an 3+ cover save will hopefully mitigate that.
If I had to face Kraggis list I'd focus on the rocket launcher first and then the grenade launcher and flamer and then demo charge. the sergeant will be left alone until there are no better targets, cause killing something with a 3+ cover save and FNP is a Pain in the Ass (which I will feel and he wont lol)
Farmpunk (Grey Knights):
Grey Knight Terminators
1Grey Knight Terminator w/Nemesis Force Weapon, Storm Bolter, Fleet of Foot
1Grey Knight Terminator w/Nemesis Force Weapon, Incinerator, Infiltrate
1Grey Knight Brother Captain w/Nemesis Force Weapon, Psycannon, Feel No Pain
small force, since these guys are pricey. It's a minimum squad, and taking a wound is bad for these guys, but at Ld10 Fearless they should be ok. Heading into cover will make them tough to get out. Since they're all in Terminator armor, they're all relentless, with Power weapons, have the option to Deepstrike, and have the Shrouding to help conceal them at long range (about 30") Their drawback is no Frag grenades for charging into cover.
The infiltrator will set up to burninate/charge if possible (AP2 is highest priority, followed by power weapons), with the Fleet Termie advancing quickly. The FNP Psycannon should be able to give any long range shooters fits, and maybe take down some light armor.
S6 Power weapons kill stuff dead.
These guys should be able to dish out, and take hits too.
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