Tuesday, November 1, 2011

November 2011 Army List Challenge

This month's Army List Challenge is a guest-issued challenge from an idea provided by CodyJ.

You represent the HQ choice of your army, but you've been captured by a Xenos race and thrown in to an arena.  The Xenos scum are going to watch you be butchered by many of their "pets".  Luckily for you, you have a teleport homing device / amulet of chaos / pocket webway portal (delete as appropriate) which will allow a small number of your comrades to come to your aid.  You do not know what "pets" will be coming through the Xenos' gates though.  Should you bring 60 of the Boyz, or just a few elite terminators?

Rules.
(1) Design a 625 point army list to take on this challenge.  You may only spend 125 points on your (singular) HQ choice (representing YOU in the arena...!) and 500 points on everything else (NB you do not need to purchase a teleport homer or equivalent -- you are assumed to have that).  You may not take vehicles (anything with an armour value) or special characters (including unit upgrades such as the Changeling).  You are further limited to a maximum of one slot in the Force Organization Chart for every type of unit apart from Troops selections.
(2) Post your army lists as a comment to this posting and explain why the army list is effective and is themed to the scenario.
(3) Entries close at 01:00 GMT on November 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 November 21st (and entered in to the hall of fame!).
(6) One entry per person please.

Good luck!

6 comments:

Torgrimm said...
This comment has been removed by the author.
Spaguatyrine said...

Space Wolves have the obvious advantage with the best troops in the game for the point cost.

Rune Priest with Murderous Hurricane and Living Lightning-100 points

10 Grey Hunters with 2x melta guns, 1 power weapon, and wolf banner-180 points

6 grey Hunters with 1x melta guns, 1 power weapon, and wolf banner-120 points.

5 Grey Hunters with flamer,and 75 pts

Wolfguard unit with: 124 points
1 WG Powerfist Combi Melta(1st pack)
1 WG Powerfist Combi Melta(2nd pack)
1 WG Bolt Pistol and frost blade(3rd pack)


25 Marines
5 Melta (2 combi)
1 flamer
3 power weapons
2 powerfists
1 str 5 power weapon
Murderous hurricane to slow down units

Living lightning to pound high strength targets

Psychic defense

2 Wolf Banners to re-roll 1's in combat. (Powerfists)

Counter assault.

599 Points! Bring it!

Torgrimm said...

Nobody can do it better than Dark Eldar!
Assuming we don't know what are these "pets" exactly, we need to be prepared for anything. Walkers, hordes, elite assault units, shooty units. We can only assume that arena will be largely open and small.

List, 621 points:
*Succubus with Agoniser, Blast Pistol
*9x Hekatrix Bloodbrides with Haywire Grenades, 3x Shardnet and Impaler, Syren with Agoniser and PGL.
*8x Scourges with 2x Splinter Cannons, Solarite.
*Cronos Parasite with Spirit probe and Spirit Vortex.


Succubus with BS6 you will rarely miss, 6 attacks on the charge with WS8 and Agoniser will surely hurt. All that for 100 points, a bargain.
Bloodbrides are self-explanatory highly defensive force with 3x shardnets to minimize damage done to the squad/protect Succubus, with decent offensive potential in form for high initiative and another Agoniser.
Scourges puts out 26-30 poisoned shots, and here to destroy MCs and hordes that can tie up Bloodbrides. Solarite for LD boost.
Cronos - T7 MC to forever tie up these S3 "pets", if there's any, he can shoot with both weapons and produce up to 2 pain tokens per shooting phase, and one more in assaul phase. Sounds like a good deal to me.
Obviously, you can tweak this list a little, like dropping Spirit Vortex (after all, BS3 Large Blast in arena is kind of dangerous to your own T3 models) and getting more scourges, up to 4 Shredders instead of Splinter Cannons and so on and so forth. The idea however remains the same.

Brninghalo said...

Worldeaters Chaos Marines:

HQ-Chaos Lord, Mk of Khorne, Single L/C

Elites- 3x Chaos Terminators, Icon of Khorne
1x Pwr Wpn & heavy flamer
2x Pwr Wpn & twin linked bolters

Troops- 7 Berzerkers, 1x plasma pistol, Asp Champ w/Pwr Wpn


Fast Attack- 5 Chaos Raptors, Icon of Khorne, 2x flamers, Asp Champ w/pair of L/C

This force is dedicated to Khorne. There are sixteen models total in the force which will please Khorne greatly.

This force will be able to stand up to any infantry force or beast.

Thanks,
Thomas

Porky said...

The disciples of the Machine God - the mighty Adeptus Mechanicus - will relish this opportunity to strip the foe's lair from within.

The list is from Lantz's AdMech FanDex, which has some amazing vehicles of course, like the Knight, Warhound and DIY Mechanicus Construct, but more as well - here's some proof, themed around the Necrenius faction, for the Necron launch weekend. If you want all the extra detail on the upgrade, it's free to download here.


Necrenius Faction Tech Quest - Emergency Defence

HQ

1 Tech-Priest Magos
(Infantry / 3(+1) 3 3(+1) 4 3 3(+1) 2 10 4+/5(i) / Techmail Skin-Plating, Cult Bionics, Independent Character, Tech-Priest (Necrenius), Combi-Weapon (Lasgun-Plasmagun), Combat Enhancements, Refractor Field)
125 points

TROOPS

1 Machine Cult Preacher
(Infantry / 3 3 3 3 1 3 1 9 5+ / Techmail Armour, Cult Standard, Cult Bionics, Lasgun, Electoos)
20 Machine Cultists w/ Lasguns
(Infantry / 2 2 3 3 1 3 1 6 6+ / Techmail Robe, Lasgun)
99 points

1 Machine Cult Preacher
(Infantry / 3 3 3 3 1 3 1 9 5+ / Techmail Armour, Cult Standard, Cult Bionics, Lasgun, Signum)
10 Machine Cultists w/ Lasguns and Missile Launcher weapon team
(Infantry / 2 2 3 3 1 3 1 6 6+ / Techmail Robe, Lasgun)
94 points

ELITES

1 Cult Abomination
(Monstrous Creature / 6 3 8 5 3 5 3 9 3+/5(i) / Cult Bionics, Twin-Linked Lascannon, Cable Whips, Eternal Warrior, Extension Cables, Feral Machine Spirit)
150 points

FAST ATTACK

6 Electro-Priests
(Infantry / 3 2 4 4 1 5 3 9 5(i) / Electoos, Cult Bionics, Tech Priests (Necrenius), Fanatical Attack, Fleet of Foot, Static Lash, Strained Minds)
156 Points

624 points


It's ready for quite a lot, whether large numbers or a small elite. It deploys with a small flexible firebase, a large tactical support unit and a heavy strike force, as well as a couple of elements that can boost the backfield or the forward units depending on what comes through.

32 Lasguns, or 31 with the Missile Launcher at BS 5
6 Static Lash shocks (auto-hitting any unit within 12”, S4 AP- Assault 1)
1 Combi-Weapon (Lasgun-Plasmagun)
1 Missile Launcher
1 Twin-Linked Lascannon / Extension Cables

... and I did toy with the idea of a Vortex Grenade just in case the pets are really big.

The Electoos on the Electro-Priests ignore armour in the first round with plenty of attacks, and the Static Lash means even lighter infantry who get within 12” are in danger. The big unit of 21 Machine Cultists operates as a screen, doing some shuffling to open up the Static Lash at the right moment. The Electoos on the Cult Preacher give the Cultists a boost in combat and keep him safe from the Static Lash if there is a need for a sacrifice.

The Cult Abomination can use its Extension Cables to move precious units out of position and help the Electro-Priests get the charge, and the Cable Whips double its attacks in case the enemy is larger or lighter. There are seven Tech-Priests in the force so keeping it under control should be easy.

The smaller unit of 11 Machine Cultists sits back with the Missile Launcher, which can use the Signum to fire at BS 5, and the Twin-Linked Lascannon on the Cult Abomination is another useful high ender for a tough model.

The Tech-Priest Magos is also flexible and can either give the smaller unit more staying power and help out with the Plasmagun, or move forward and boost the assault force with the Combat Enhancements.

The models with Cult Bionics are fairly tough, most of all against light arms, which should help get the Electro-Priests get where they're going, and better yet the seven Tech-Priests get a bonus to the roll for being part of the Necrenius faction. The two Cult Standards give some psychic defence across the force to anyone with a line of sight.

It looks a lot of fun to play, with plenty for the player to do even at 624 points. More power to Lantz, and this is just the tip of the iceberg. I recommend a good look through the pdf.

Quite_Thor said...

Inquisitor D'Eath looked at her chipped nail polish and smiled. She had come to look for a Xeno incursion, discreetly arrayed with the trinkets of a long life in service to the Emperor. Sadly, they had caught her in the tunnels, screened from contact with the Battle Barge overhead. Now the gloating fool had placed her in the open to wait for his "pets". No-one, Xeno or human, used that term in quite that tone unless the beasts were gigantic.

Her smile broadened. Justicar Hunter and his team were looking like a better choice for back-up than she could have hoped. Best to not admit anything but frightening prescience.

"Justicar, if you and your team would care to join me? Loaded for bear if you please and I will have my sword and pistol."

In fact, she strongly suspected the taint of Chaos. Could they be so foolish as to keep daemons? She rather thought they might at that!

The inquisitor started to laugh in delight as Justicar Hunter and his Terminators began to materialise behind her...


So, I bring you the Grey Knights codex. Who else but an Ordo Xenos inquisitor would be in this situation? Who else would pull her out but the Knights?

HQ - Ordo Xenos Inquisitor (118pts).
Lvl 1 Psychic power (Hammerhand)
Power armour, Rad grenades, Psychotroke grenades, Force weapon, needle pistol, Ulumeathi Plasma Syphon (What, I had points to spare!)

Troops
10 Grey Knight Terminators (495 points)
2 x pyscannons, psybolt ammo, 4 x halberds, 4 x swords, 2 x hammers, Brotherhood Banner


Why? Well, the list does not have to beat the other lists here, it needs to eat monstrous creatures and potentially assault infantry (small beasts) for breakfast. I bring you 8 rending S7 and 14 AP5 S5 at 24". I bring you 3 attacks each with a bunch of Halberds and two shots for Hammerhand. I bring you terminator armour and 4 guys with 4++ in close combat from the Nemesis Force Swords and, most of all, I bring you all the grenade shenanigans that can be brought as well as a needle pistol for some extra wounds in close.

Teri-bad against mechanised infantry, the absolute bomb against high toughness assault beasts.

Also, if those are daemons on the other side of that door, the Grey Knight fluff is going to start looking plausible!

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