The poll is now open to vote on which army list should win the
October army list challenge. The theme for this month's challenge was to design a 1000 point army to claim objectives on a death world (automatic S2 hit every game turn to infantry and automatic glancing hit to vehicles as well). Which list wins? Time to decide!
List 1. Heinz:Auto S2 + glancing hits are negated best by Nurgle and Daemonic Possesion!! ^^
Daemon Prince (165)
Mo Nurgle
Wings
Nurgle's Rot
1st Plague Marine Squad (231)
Champion w/ PF, Combi-Flamer & Icon
Melta Gun x2
1st Rhino (70)
Daemonic Possession
Dozer Blade
Combi-Plasma
2nd Plague Marine Squad (226)
Champion w/ PF, Combi-Melta & Icon
Melta Gun
Flamer
2nd Rhino (70)
Daemonic Possession
Dozer Blade
Combi-Plasma
Defiler (150)
Heavy Flamer
DCCW
Obliterator (75)
T6 on the Prince means no wounds from noxious fumes. Rather, his rot will stack nicely with the fumes to thin out hordes. Prince should try to assault any low T infantry.
The Plague Marine squads are general purpose squads with a mix of melta and flame weapons. The short range is not a liabilty due to the low visibility. Should be able to handle anything. T5 + FnP should minimise any casulties from the noxious fumes.
The Rhinos have possession to ignore the auto glancing hits. The dozer blades will be useful for crashing through the dense terrain. Combi-Plasma on the rhino because overheating doesn't affect vehicles. No chance is still better than the minimal chance on plague marines. Also, it's cheaper than paying 15 points a pop! Not likely to need many AP2 shots because of the plentiful coversaves and since there won't be many of any targets that require AP2 love like terminators or other FnP models.
Defiler has battle cannon to shoot in the rare case there is LOS for such range. Otherwise, it's job is to assault anything that has powerweapons or such that would negate the plague marines' advantages. Heavy Flamer will be useful in the dense terrain. Of course it is also possessed to ignore the auto glancing hit!
The obliterator teleports in guided by one of the personal icons to where it's needed. Slow and Purposeful means it isn't really slowed by all the difficult terrain. It's 2+ save and being in reserve should limit it's vulnerability to the fumes.
It's low model count won't be a problem in dense terrain as it favours superior quality rather than numbers. You just can't really bring the numbers to bear effectively.
This list is also able to be quite fast with transports, winged prince and a fleeting walker. With it's smaller size and manuverability, it should be able to concentrate it's focus to butcher more numerous opponents piecemeal.
List 2. Suneokun:Tyranids ... Right at home!
Broodlord (flesh hooks, feeder tendrils, toxin sacs, plus Retinue of 8 with implant attack, toxin sacs and flesh hooks (280)
Genestealers (8) - flesh hooks and toxin sacs (160)
Genestealers (8) - flesh hooks and toxin sacs (160)
2 Carnifex (T7, I2, W5, Tail Scythe, spineback, Crushing Claws, Barbed Strangler, Toxin Sacs, Tusked) 404
Total 1004
The Genestealers are the only ones hit by the toxic atmosphere (hence the toxin sacs are more of a theme than anything) as well as the additional S5 attacks are helpful against the other 'tough lists' arriving on planet.
The short visual range means that the uber-Carnies and Broodlord can get into combat ... with spinebanks/flesh hooks all round they'll hit first and rending/monstrous strength will negate many FNP/Armour saves. As a bonus the retinue have inplant attacks with their feeder tendrilled boss's reroll to hit - meaning monstrous creatures/characters should watch out. Just two 6's will kill much of anything with no save (beyond invulnerable)...
The Stealer Horde holds things up (everything gets move through cover) while the Carnies pile in to finish the job!
With a high chance of a 12" charge - why'd you bring melta?
Toxin Atmosphere Planet of Death - who else do you think lives here?
The Nids.
List 3. Big D:1000 Pts - Eldar Roster
Troops: Wraithguard (11#, 381 pts)
10 Wraithguard @ 381 pts (Fearless; Wraithsight; Wraithcannon x10; (pp.46 & 62 Eldar))
1 Spiritseer (Warlock) (Psyker; Fleet; Spiritseer Upgrade; Rune Armour; Shuriken Pistol; Witchblade; (p.27-28 & p.60 Eldar))
Troops: Wraithguard (11#, 381 pts)
10 Wraithguard @ 381 pts (Fearless; Wraithsight; Wraithcannon x10; (pp.46 & 62 Eldar))
1 Spiritseer (Warlock) (Psyker; Fleet; Spiritseer Upgrade; Rune Armour; Shuriken Pistol; Witchblade; (p.27-28 & p.60 Eldar))
HQ: Farseer (1#, 118 pts)
1 Farseer @ 118 pts (Psyker; Fortune ; Guide ; Fleet; Independent Character; Ghosthelm; Rune Armour; Runes of Witnessing; Shuriken Pistol; Singing Spear; (pp.26, 28 & 60 Eldar))
HQ: Farseer (1#, 118 pts)
1 Farseer @ 118 pts (Psyker; Fortune ; Guide ; Fleet; Independent Character; Ghosthelm; Rune Armour; Runes of Witnessing; Shuriken Pistol; Singing Spear; (pp.26, 28 & 60 Eldar))
Total Roster Cost: 998
This strike force would contain two units. Each a ten man squad of Wraithguard with Warlock to make them troop accompanied by a Farseer with Guide, Fortune, Runes of Witnessing, and a Singing Spear.
These two units would be immune to the S2 hit each turn because of mixed toughness. With the excess of cover saves and short range fighting the Fortuned Wraithguard would be hard to put down with shooting and would deliver back a hurting on their shooting phase. These two units are able to take out anything in the game with ease and would handily claim the objective.