Welcome to the August Army List Challenge. This month, its about facing off against another army on a high gravity world. What does that mean in practical terms? Well, your supreme lord commander has dictated that thou shalt not use any armour (as they'd simply get stuck in the mud). But in addition, anything with a jump pack can only move as per regular infantry, and all terrain is treated as difficult terrain. In short: the maximum that anyone can move per turn is dependant on a die roll. (Unless you're a crafty eldar player (or similar) with anti-grav technology ... that'd be perfect for this situation). Sounds like your supreme lord commander is going to deploy an all-infantry army...
Rules
(1) Design a 1500 points army list from any codex to take on this challenge.
(2) Post your army lists as a comment to this posting and why the army list is effective and is themed to the scenario. Extra kudos to lists that avoid anti-grav technology and are 100% infantry based!
(3) Entries close at 01:00 GMT on August 14th.
(4) On that same day, I'll open a poll for Warpstone Flux readers to judge which army list they 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) The winner will be tallied and announced on August 21st (and entered in to the hall of fame!).
(6) One entry per person please.
Remember that there are no prizes for these contests, beyond kudos, honour and entry in to the hall of fame.
5 comments:
Blood Angels
"Rapid Descent"
Commander Dante
Honour guard With Jumppacks, 4 plasmaguns and 3 Flamers
Priest with Jump pack Plasma pistol and Power weapon
Priest with Jump pack Power weapon and Hand flamer
10 ASM 2 flamers, Sarge with power weapon
10 ASM 2 flamers, Sarge with power weapon
10 ASM 2 Plasma guns, Sarge with power Fist and Plasma pistol
Devastator squad with 4 plasma cannons.
The extreme Gravity will cause the descent of these angels of vengeance to become far more hazardous than normal, but this is nothing new for Commander Dante. These mighty Astartes are built for war, and Gravity is not going to slow them down. While the puny heretics have trouble moving, The assault marines will be using their Jump packs to gain ground on them. The plasma guns stay back put high yield rounds into the toughest of opponents, all the while the flamer squad come in close and roast the vulnerable infantry. Keeping distance until the time is right to assault in. Little fear of counter-attacks or the enemy getting the charge as their movement will be dictated by the pathetic strength of their legs.
Kharn's Rampage
Kharn-165
x9 Berserkers, Champion w/ Power Weapon, x2 Plasma Pistols- 249
x9 Berserkers, Champion w/ Power Weapon, Melta Bombs, x2 Plasma Pistols- 254
x9 Berserkers, Champion w/ Power Weapon, Plasma Pistol, x2 Plasma Pistols- 264
x9 Berserkers, Champion w/ Power Weapon, Plasma Pistol, x2 Plasma Pistols- 264
x2 Oblits- 150
x2 Oblits- 150
This is pretty straight forward. Kharn runs with the 9 man Berserkers without the Melta Bombs (He does have is Axe). All the squads can comfrotable take shots at MEQ with all of their Plasma Pistols. Also, 9 Khorne Berserkers in CC? Yes Please! Oblits provide cover fire and do what they do best. Everyone KILLS MAIMS BURNS! SKULLS FOR THE SKULL THRONE!
For Their Feet Ne'er Touch the Ground
(with apologies to Fritz)
Eldrad 210
3 x 5 Pathfinders 360
3 x Wraithlords - eldar missile launcher, shuriken cannon, flamers - 375
2 x 10 Harlequins - Death jester, Shadowseer, 9 x harlequin's kiss, 2 x fusion pistols
Yes, it is a 1500 point version of Fritz's harlie list but that is peculiarly appropriate. The rangers and harlequins ignore cover, the wraithlords nearly so. Ranged firepower is deeply ineffective on all the elements, especially with the Bearded Cheese-Wizard firing off fortune in all directions! Ranged shooting is questionable but mobility is good and harlequins are, well, cool...especially when everyone else is hacking through cover which they ignore.
Also. Craftworld Eldar. No anti-grav. See, I read the rules!
Ok so i want to change my list if i can, so could you delete my previous list? I like this one a lot better.
HQ
Haemonculus w/ Venom Blade, Hexrifle- 70
Haemonculus w/ Venom Blade, Hexrifle- 70
Haemonculus w/ Venom Blade, Hexrifle- 70
Haemonculus w/ Venom Blade, Hexrifle- 70
Haemonculus w/ Venom Blade, Hexrifle- 70
Haemonculus w/ Venom Blade, Hexrifle- 70
TR
x10 Wracks, x2 Liquifyer Guns, Acothyst, Hexrifle- 145
x10 Wracks, x2 Liquifyer Guns, Acothyst, Hexrifle- 145
x10 Wracks, x2 Liquifyer Guns, Acothyst, Hexrifle- 145
x10 Wracks, x2 Liquifyer Guns, Acothyst, Hexrifle- 145
x10 Wracks, x2 Liquifyer Guns, Acothyst, Hexrifle- 145
x10 Wracks, x2 Liquifyer Guns, Acothyst, Hexrifle- 145
HVY
Talos w/ Stinger Pod- 105
Talos w/ Stinger Pod- 105
1500pts
So an invasion force of Wracks and Talos constructs. 12 Hexrifle shots can bring down MC's, and pin targets when needed. 66 bodies on the field all with FnP and FC with rerolls to wound will be a tough nut to crack. Talos provide minimal shooting from range but also can move well. They arent too shabby in CC either.
I think this would struggle against horde Orks or Nids. They bring so many more bodies, so FnP would be key as would getting the charge. Liquifyers help but I know Orks can bring 120 Boyz easy.
Sorry for posting twice, I just dig this list alot better!
Hi Cody J -- I'll take the most recent one. (I think your old list would be useful to keep though, for others to learn from!).
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