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Game Type: Seize Ground (3 objectives), Spearhead
Any unit that cannot regroup are now small enough to hide (i.e. immediately destroyed). Otherwise they cannot move off the table and so will hang around until they rally. Walls and pillars are solid, 12" high and nothing can park on them - but barrage can fire over everything.
Scions of Goreskull deploy in the top left corner and go first.
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
"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
Vote closes on Tuesday the 21st of June 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.
The Adeptus Mech list is not streamlined enough to take out that many FnP assault marines. BA.
That's a lot of melta and powerfist to combat the vehicles that the SM have. And a lot of terrain to keep the BA safe from harm while they close in.
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?
Lord, do I hate spam assault armies. I can't argue with their results though. The Adeptus have no way of stopping that many jump troops.
"Any job worth doing, is worth doing with a powerklaw."
This map type favors jump infantry heavily as it was stated that they can go over the walls. This gives them a huge advantage as they can get total LOS as they advance unhindered. This is before the fact that the BA list already has an advantage with that many fists/meltas. Too much for the Adeptus to counter.
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
Either way a rhino getting popped will force the troops inside to deploy.....but if it's popped there are assault marines within 12" and the troops inside would deploy anyway. All you may have gained is eliminating a cheap ride that's served its purpose.
Also unlike some other cases, this initial fight will probably be happening in the central region. While things are tight in the "L"s and a few other spots that central column is wider. If the player with the vehicles wants to plug those up they could turn their vehicles sideways in there. But if they want to advance they can keep them straight so blowing one vehicle doesn't stop the others.
Also this isn't really a transport spam army.
If the troops inside those transports were deadlier, I'd give it to adaptus. But their problem is that for the most part they just aren't. Assaultmarines pop a rhino, guys inside open up on the assault marines, but they straight up leave to many to come out on top when the assault marines charge. Supporting fire isn't intense enough to counter this, and there are enough power firsts to eventually bring down dreads, or at least the dreads would get tarred up if not meltad.
So, yeah, Scions of Goreskull