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I want to stress to everyone that the mission means everything. He who stands the best way to score Victory Points should be the winner. All missions have the Infiltration, Deep Strike, and Victory Points special rules.
Misson - Cleanse
Chaplain Master of Sancitity,
bolt pistol; crozius Arcanum; rosaries; jump pack; terminator honours; frag grenades; adamantine mantle; Artificer armour
Tactical Squad 1 (6 men)
4x bolters; frag grenades.
Tactical Squad 2 (6 men)
4x bolters; frag grenades.
Veteran Squad (6 men)
Apothecary; bolt pistol; power fist
1x power weapon; bolt pistol
4x bolt pistol and close combat weapons
furious charge; frag grenades.
Terminator Squad (6 men)
Sergeant; storm bolter; power weapon
2x assault cannon; power fists
3x storm bolters and power fists.
Assault Squad (10 men)
Sergeant; terminator honours; bolt pistol; power fist
7x bolt pistol; close combat weapon
2x p[lasma pistol; close combat weapons.
furious charge; frag grenades; krak grenades; jump packs.
Combat armies: both squads and terminators shoot while holding the line. Assault squad, led by chaplain and veteran squad form a very powerful counter-assault against all opponents.
Shooty armies: assault squad can hop from cover to cover, and get into a second turn charge. Meanwhile, the 2 squads can lay down fire support, and the terminators can systematically move forward laying down huge amounts of firepower, and can be protected by the veteran squad
Model Count – 35
2 assault cannons
2 plasma pistols
2 plasma guns
2 heavy bolters
4 storm bolters
14 bolt pistols
1250 - Dark-Angels infantry
HQ – 122
Fast Attack: 220
Heavy Support 200
Reclusiarch chaplain; Jump-pack; Bolt-pistol; Frag-grenades; terminator honours 122
Deathwing terminator squad (5 man)
2x assult cannon 265
Deathwing Terminator squad (5 man)
2x assult cannon 265
tactical squad (5 man)
Tactical Squad (5-man)
Assult squad (8 man)
2x plasma pistol
Devastator Squad (8 man)
4x rocket launcher 200
Total: 1252 points
stay back and shoot when possible, When needed walk up the terminators. Use Assault squad and Chaplain as counter-assault.
Last edited by Robizzle; May 21st, 2006 at 19:53.
The dark angles assault squad should read 8 man.
Anyway, the chaplains + assault squads are exactly the same, so they cancel eachother out.
The dev VS veterans, devs win that.
Tacticals VS tacticals, DAs have lascannons, which apolthicaries cant help against, so they win that, + they have intractable.
The DAs terminators and move for the two side table qaurters, capture them, and win.
DAs have better killing power, better about the same assault power, and much more shooting.
They also have way more effective squad formation, and less unneeded wargear.
Fluff to the dark angles.
Well, the MLs and ACs will more likely focus on them, for the first 2 turns anyway, I think they can probably be mostly killed before they can actually get into CC.
However, which ever squad, with or without furious charge will beat the other in CC, do to the chaplains rerolls (far better then furious charge) And because of that, i think its only fair to say the cancel eachother out.
Anyway, the mission is cleanse, so, there are two squads which are very good at caputuring objectives for each army: veterans and terminators, the differeance is one army has more terminators, and veterans wont hold up against MLs.
and the vanilla sm chaplain has artificer armor and an adamantine mantle, amking him much more survivable, as the fist serg on the DA wont be killing him at the I1 step, but the vanilla sm serg will kill the DA chap.
I'm also withholding my vote untill later as this will be a very close game.
Well, this is very interresting indeed. Although I think, with the right tactics, in the end the DA's will win, because they have more long-range firepower. But I can see this being a very close call...
So my vote goes to the Dark-Angels
"I have died a thousand deaths, and I will die a million more..."
None of that really matters, neither powerfist will get a shot off round one on the chaplains in assault.and the vanilla sm chaplain has artificer armor and an adamantine mantle, amking him much more survivable, as the fist serg on the DA wont be killing him at the I1 step, but the vanilla sm serg will kill the DA chap.
However, the CC will be decided by which ever squad asasults first, since they move at the same speed, there is no clear advantage.
Except that the DAs far out shoot the triat marines.
Lets put it this way:
4 AC shoot the assault squad: 16 shots, 10.7 hits total, 2.67 of which rend. 8 hits, 7.72 wounds, 2.23 + 2.67 = 4.9 assault dudes dead.
12 storm bolters, 8 hits, 4 wounds, 1.33 dead.
4 MLs 2.67 hits, 2.24 dead.
2 lascannons 1.33 hits, 1.1 dead.
Total: 9.59, so basically the entire assault squad can be killed in one turn of shooting.
Probably not everything will draw lines of sight to them, however, 2 rounds of terminator shooting will destory them before they hit CC, so its doesnt matter much.
A single chaplain wont do much.
Now, in return, the other army can shoot back (or shoot first if they get first turn)
2 HBS: 4 hits, 2.67 wounds, .88 dead.
2 ACs: 8 shots, 5.33 hits, of which 1.33 rend, 4 hits, 3.36 wounds, 1.1 + 1.33 dead
Strom bolters, 6 shots, 4 hits, 2 wounds, .66 dead.
Total of 4ish..
So the DAs can shoot basically twice as much as marine chapter, and they have more durable scoring units.
Which is why they win.
Okay, that's enough to convince me. The Dark Angels can hang back and weaken the Vanilla SM through superior shooting, which can't be countered effectively. After they've put a significant dent into the Vanillas, their assault units can be used to mop up the rest and start scoring some table quarters.
its enought for me too. The ammount of fire power the DA have will be able to give their assault squad the advantage it needs to win vs the reg sm one. once that squads out, the reg sm vet and termie squads are gonna get some fire and cc directed at them, at which time the reg sm have little to be able to win with, and wont be able to hold the center when theres 10 termies waiting there for them.
I vote DA