Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
Deployment, Dawn of war
Hive Fleet Panzerkampf deploy first. FaaP fail to sieze.Hive Fleet Panzerkampf
Feeder Tendrils, Flesh Hooks, and Extended Carapace
11 Genestealer retinue
Flesh Hooks, Extended Carapace
Spinefists, Without Number
Extended Carapace, scuttlers, Feeder Tendrils
Extended Carapce, Scuttlers, Feeder Tendrils
3xBio-Acid spore mines
3xToxin spore mines
Bio-Acid spore mines
Bonded exoskeleton, Enhanced Senses, Extended Carapace, Toxic Miasma, Venom Cannon, Barbed Strangler
Total Points = 1500
Infiltrate Broodlord as close as possible to nastiest ranged enemy, or loaded transport.
Use Lictor for tank assaulting, and re-rolling spore mines.
Gaunts are fire support, and objective taker. Provided cover/countercharge by the Ripper Swarms, and a zoa for Synapse. One with one at edge if they are gonna respawn.
Genestealers flank on side with juciest targets, or go after the one on the side come in on.
Bio-Acid spore mines for 3+ armor guys, or tanks.
Toxin for high toughness opponents, or threatening squad.
Bio-vores take a close spot with cover, 3+ save primary, Tanks secondary, with a Zoa nearby for synapse.
Carnifex is ranged support/bait. Tanks, then infantry.
Note: Primary target for brood listed first, then secondary.Get voting!FaaP (Flamers and a Punch.)
Vulkan He'stan 190p
Tactical Squad x10
Tactical Squad x10
Scout Squad x5
5x Sniper Rifle, Teleport Homer, Camo Cloaks, Melta Bomb
Terminator Squad x10
2x Heavy Flamer
x5 Combi-Plasma, Rhino 190p
Vulkan joins the Sternguard in the Rhino, load of plasma to one-shoot those nasty targets. Also great for contesting with. Scouts (place them well) gives Termies that safe landing with the homer. Rest is pretty straight forward. The attack bike dosen't pose that much of a threat, but the quick speed and semi-good range is a hazard to most vehicles.
The Nids have to many free KP:
Thats effectively 5 automatic KPs to the Space Marines.
- Rippers - The unit has 12 wounds but they are only T3 and are vunerable to blast
- Lictor - W2 T4. Though it could be saved if there is some cover in a corner for it to hide in.
- 2 units of spore mines that explode after one wound.
- A unit of 8 guants (I assume the Nid player will not chose to bring them back into play with WON but they are still a free KP)
The Space Marines have NO free kill points. Vulkan, the Tac Squads, Terminators, Sternguard or the three tanks cannot be killed without exposing a Nid unit to twin linked flamer revenge (so the Nids would only break even). The scouts are vulnerable in combat but will likely be nessled amongst other units. The Attack Bike is to fast for any of the nids to catch it (though an unlucky armour save could lose it to a Venom Cannon shot).
Therefore the Salamanders should win.
I agree with kroxigor on the free points thing on all but the lictor. The lictor will definatly get the scouts because they will deploy deep in terain and the lictor will eat them up.then it will die.
Also what is the point of spores.they float,blow up and make nids lose the battle.half the job of anilation is denying the enemy kill points and spores just die(they do take a few with them though)
the broodlord with cause problems but he will do little to help the nids.marines win
for the emperor,for the great maw,blood for the blood god,
for the horned rat!!!!!
Marines this nid list just has too many easy KP's, it was obviously not designed for annihilation missions.
IG Best Gen 1st overall of 10 DE 4th overall of 6
Eldar 3rd Overall/Best General of 26--2nd Overall/Best General of 7--1st Overall/Best General of 11
marines for the reasons already stated above.
-A tau, dark eldar and slaanesh csm player
-And always on LO chat..
The Marines have the firepower to claim KPs, and the resilience to make the Nids work for some in return.