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Mission: Seize Ground with 4 objectives
Adeptus Mechanicus deploy in the top left corner and go first.
"Master Thyrol Enkarne" Master of the Forge w/ Power Weapon (and bolt pistol)
"TC-104-342" Tac Squad x10 marines w/ Power Fist & Bolter (sgnt), Meltagun, Lascannon, Rhino
"TC-027-251" Tac Squad x10 marines, Power Fist & Bolter (sgnt), Meltagun, Lascannon, Rhino
"TC-300-471" Tac Squad x10 marines, Power Fist & Combi Melta (sgnt), Flamer, Lascannon, Rhino, Bulldozer blade
"Support Servitor Group SC-533-1011010111011101111.1" Scout Squad x5 Scouts, 4x Sniper rifles, 1x Heavy Bolter, Camo-Cloaks
"DRD-A81-756 - Ferrous Maximus" Ironclad Dreadnaught w/ Heavy Flamer, Heavy Flamer, Assault Launchers
"AT-F27-109 - The Bringers of Enlightenment" Assault Terminators 4x TH & S/Sh, 1x L/clws, "Strike of Justice" Land Raider
"DS-333-210" Devastators 5x Marines, Missile Launcher x1, 3x Heavy Bolters, Bolt pistol & ccw (sgnt)
"DRD-B37-116 - Brutus Gaering" Venerable Dreadnaught (HS with MOTF) Heavy Flamer, Multi-Melta, Extra Armor
Combat squad everything. The HW half go in cover (and fortify that cover) Scouts infiltrate into cover. Everything else, In a vehicle.
Land Raider (with terminators and MOTF) and 2x Rhinos with PF/ Melta stay in reserve to react to deep strikers. I expect a lot of that. Both Dreads are in reserve to come on (and charge on arrival)
Deploy what starts on the tabletop close to the table edges, where my reserves can come from.
Prioritise the combat squadded (I expect) scoring units. Not much else is important. Smoke every vehicle sooner rather than later (no deployment by Scions at all is expected) - get a save vs those Deep striking melta's.
Shoot them up and charge the remains - The Both dreads want to be in Close Combat as a priority
The death company needs a dreadnaught charge, but given the choice charge a scoring unit.
I'm not afraid to charge assault marines. It's better than them charging me, and ties up their melta shooting / manuverability as they spend the turn killing me (but taking wounds at least)
Keep moving, spread out. Use the road to improve vehicular movement.
Fire Priority: Scoring Units, Then Scoring Units
Scions of Goreskull
"Lord Goreskull" Captain w/ jump pack, power sword, infernus pistol, melta bombs = 160pts
"Lord Blackbone" Captain w/ jump pack, power sword, infernus pistol = 155pts
"The Disciples" Honor Guard w/ jump packs, 3 power weapons = 210pts
"The Bone Gatherers" Honor Guard w/ jump packs, 3 power weapons = 210pts
"Harbingers of Blood" 2 Sanguinary Priests w/ jump packs = 150pts
"The Marrow Drinkers" 10-man Assault Squad w/ 2 meltas, sergeant power fist = 235pts
"The Rending Blades" 10-man Assault Squad w/ 2 meltas, sergeant power fist = 235pts
"The Soul Cleavers" 10-man Assault Squad w/ 2 meltas, sergeant power fist = 235pts
"Khorne's Executioners" 10-man Assault Squad w/ 2 meltas, sergeant power fist = 235pts
"The Devoted" 5-man Death Company w/ jump packs = 175pts
Everything will reserve. Each troop squad will combat squad into the following: (2 melta + 3 regular) and (sergeant + 4 regular). The priests will go with the Marrow Drinkers and Soul Cleavers sergeant combat squads.
Every squad will come on from my long board edge except the melta squads, which will drop in. The sergeant-led combat squads will fan out to grab objectives, while the melta squads move to engage enemy armor, starting with the Rhinos, then the Land Raider, then Dreadnoughts, and finally the Whirlwind. It should be fairly easy to keep out of reach of the two Dreads until I can engage them. Finally, the two command squads and Death Company are on mop-up duty. I will avoid the termies if possibly, targeting the three tactical squads first. If I can wipe those out, I can probably win. I’ll take out the Devastators if the opportunity presents itself, but won’t go out of my way.
Vote closes on Friday the 6th of May at 1800 PM. Votes as usual must be in bold, and posted along with a reason. It doesn't have to be good mind you, just written down. Crap reasons will have no negative repercussions aside from your peers thinking you are an idiot.
If no tactics have been submitted, please assume average skill level for that player.
scions of goreskull is set up for excellent mobility and is very efficiently spamming quality units. AM seems to be set up for mech guard more than anything else...which makes this an unfortunate matchup.
IG since 1999 __ DA since 2002 __ Tau since 2005 __ SoB since 2007
Brets 1997-1999 __ TK since 2009 __ Empire since 2010
Damn it! I wrote up this long and detailed paragraph explaining why Scions would win this and now it's all gone. Basically: Smarter play with reserving, when it all flies down from the heavens it meltas stuff, then charges it and kills it. Sanguinary priests boost combat. Actually, that was the same thing in a whole lot fewer words.
If someone helps you, rep them.
In a votewar you don't vote on a single match, you vote on the entire round. Got that?
The Mechanicus isn't built to play against a list such as this.
The Wolf time is upon us!
Rep for the Rep God! Positive for the Positive Throne!
Armies: Space Wolves, Imperial Guard, Emperors Children, Necrons, Eldar
The BA will be able to float around and win on objectives. The Admech don't have the speed to threaten several objectives, and don't have the firepower to shoot the BA off the board.
Last edited by kroxigor01; May 3rd, 2011 at 12:05.
Although I don't really like the fact that the Scions put 2x meltas in each combat squad (it makes target prioritization so much easier for AM), I'll give this one to BA mainly due to the fact that they have enough scoring units and mobility to reach the objectives. The same can't be said for AM.
Also, AM tactics is illegal. You cannot combat squad and deploy 1 combat squad on the table while leaving the other in reserves. They either both have to be deployed at the same time or stay in reserves together.
Record: Win - Loss - Draw: Hive Fleet Pandora (New) 32-6-6 Space Wolf 7th Co. 52-11-6
Blood Angels 12-4-2 Daemonhunters 20-8-3
Imperial Guards 12-5-2 Daemons 8-3-2