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Please see this thread to find out how to participate in Votewar: Teams. 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. Unless it's Night Fight, Rescue, or Patrol, all missions have the Gamma rules set.
Mission Type - Take and Hold (Neither dusk nor dawn will occur)
Arkaan Adeodatus (Epistolary Profile)
Storm Bolter; Terminator Armor; Teleport Homer; Stubborn; Fear of the Darkness
Deathwing Terminator Command Squad (6guys)
2x Assault Cannon/Powerfist
3x Storm Bolter/Powerfist
1x Storm Bolter/Powersword
Tactical Squad (6guys)
1 Plasma Cannon
1 Plasma Gun
1 Bolt Pistol/Close Combat Weapon
Tactical Squad (6guys)
1 Plasma Cannon
1 Plasma Gun
1 Bolt Pistol/Close Combat Weapon
Ravenwing LandSpeeder Squadron (2 Speeders)
2 Heavy Bolter/ Assault Cannon
Hull Mounted Demolisher Cannon, Extra Armor
Captain Astaroth (Attached to Command Squad)
Storm Bolter, Power weapon, Terminator Honours, Bionics, Combat Shield, meltabombs, Infiltrate.
Cost; 114 points
Sergeant with Power weapon, Bolt pistol, & Terminator Honours.
1 Marine w/meltagun
Apothecary w/Power weapon, Bolt pistol
Standard Bearer w/Power weapon, Bolt pistol
Cost: 215 points
Multi-melta, Extra armour, Missile launcher, Drop pod.
Cost: 160 points
Sergeant with Terminator Honours, Powerfist, Bolt pistol, & Combat Shield.
8 w/Bolt pistol & Chainsword.
Cost: 150 points
Sergeant with Terminator Honours, Bolter, & Powerfist.
True Grit, Counter-attack.
Cost: 220 points
Sergeant with Bolt pistol & Chainsword
2 w/Plasma pistol
3 w/Bolt pistol
Cost: 142 points
Total Cost: 1,000 points
The Twilight Phantoms
destroyer body, phase shifter, res orb, warscythe
Total: 993 points
res orb, warscythe
997 points phase out=7
-The marine team has four fast/infiltrating units to the necron teams three, as well as the marines having another unit that can also deepstrike so in the first few turns the marine team can get a better lead on completing the objective.
-That monolith is gonna be very deadly this time around, being able to perform both a tank and transport roll with very few units (that vindicator ranking very high as one of those units) being able to pose a serious threat.
-While that monolith potentially wreaks havoc, a few turns of conentrated fire form the vindicator and landspeeders (and deathwing members with assault cannons) the necron warriors will go down fairly fast and leave the remaining necrons with few units before phasing out.
I'm gonna vote Dark Angels and Marines
Take my love, take my land, take me to where I cannot stand; I don't care I'm still free, you can't take the sky from me.
"The difference between gods and daemons largely depends upon where one is standing at the time."- Lorgar
Member of the Fluff Masters Clan
The vindicator's gun is the most reliable means of killing a monolith in the game. str 10 rolling 2d6 & picking the best (and that does work against the monolith!) That and scatters still are likely to hit because the shere size of the mololith model.
Other than that the marines can focus fire to take squads out one at a time & focusing on one player at a time going for early an early phase out. Marines have the ability to out assault the necrons & with a good tool for killing the monolith, there is a decent chance that there will be no rescue for them.
I actually think it will be pretty close. . . but I do currently give the marines an edge.
Votewar MKV 2nd place. . .
Back from internet limbo, and glad to be here.
Dark Angles/space marines
If the darkangles/marines focused all there firepower on a single of the necrons it would 2000 points fighting 1000 points for the perposes of phase out.
This seems a massive advantage. You can cut 1/3 of your enemy army out of the fight simply be destorying 2/3 of it.
This point asside, marines can start with the objective, they are better in CC, and have good big guns.
The necrons dont seem like they will really be able to hold it the objective. Marines win.
With few high strength guns (5) able to kill the monolith (and then on 6's) it is relativly safe this game. It doesn't even need to deepstrike as the marines will be coming towards the necrons, it then sits on the objective teleporting warriors/immortals in if necessary.
With the ability of the wraiths to get a 2nd turn charge on just about anything (turbo-boost behind some LOS blocking terrain, next turn pop out and assault) they would be able to tie up/kill any squad camping in the enemy deployment (plasma cannon squads and even able to take out any of the assault squads (including the terminators) if they work together with the destroyer lord who will be right behind them)
The warriors march up the field close together, immortals taking out the real serious threat first (vindicator) and after that they can concentrate on the marines coming towards them. The monolith uses it's transport rules if any squads are unlucky enough to get into close combat and rapid firing that squad.
My vote goes for Necrons
The infiltrating command squad can just cut a swathe through the necron warriors, with the multitude of power weapons just eating necrons alive.
Res orbs or no, there will be many unreclaimable corpses in the wake of that and the Termies.
That Dreadnaught looks deadly, drop pod just out of flux arc range, Multi-melta and Missile it. Meltagun in command sqaud and Powerfists in same and Scouts.
Not to mention Dread Powerfist with the venerable & Extra armour, gives it a nice chance to keep at it.
The general confusion will force the Immortals to focus on the near enemies, letting the Vindicator get a little closer (with proper use of cover), and then blast things to smithereens.
Wraiths are the biggest threat here. They'll swift their way across the enemy and rip asunder.
The monolith can bring them back if need be because of so many enemies starting right next to it.
All in all though, I say the Marines will win this one.
Post your army lists in the ARMY LIST section! Not that hard!
Monolith deep strikes into the middle of the board and safely sits there. From then it teleports every single necron squad (cept wraiths) into the center. I would be amazed if by the end the marines can even fit a model in 12" of the mid let alone win.
The necrons big weakness in this will be phase out but since some warriors can sit safely in reserve its going to be impossible to shoot them out before the vindicator dies and the wraiths are mauling things in cc.
Necrons will quite easily have every squad they own sitting on the objective. I can't say the same for the marines and the immortals should be able to at least blow off the vindis gun before it does TO much, at least before the monolith comes into play.
If marines try to pile into the objective gauss arc is going to be nasty. If not then particle whipping terminators.
The dreadnought won't do much. It will deep-strike up close then get rapid-fired off the board.
I vote necrons
ah yes my mistake, because of teams I briefly thought that only 2 troops choices needed to start (from either army) for some reason. Still gotta get my head around this votewar.
regardless my vote still remains with the toasters as they can still teleport.
With the infiltrating command squad they are getting too close to the wraiths & destroyer lord (who will wipe them off the table). With the infiltration, the wraiths are guarenteed a first turn charge and with 36 high strength/high initiative attacks (causes 15 wounds, so 5 dead marines. Not counting the destroyer lord going up against the captain which is wounding him on 6's) the command squad can't take the punishment.
After the command squad is taken out 2nd (if not 1st turn) then the wraiths & destroyer lord can concentrate on the other major threat: the terminators. As with the command squad the terminators won't be able to take the punishment of the all these attacks (not to forget the no-save-at-all-for-you destroyer lord, which combined takes out ~3.8 terminators.
With the monolith sitting ontop of the objective, the marines are severly hard-pressed to be able to take it back. Not being able to (well, not realistically) kill the monolith with shooting will hurt the marines as they try to get closer to it.
With the dreadnought deepstriking it will be lucky for it to last one turn after it lands.
The immortals should aim for the vindicator first, then the speeders, and then any juicy targets that get too close. With their range, the immortals should be able to take care of these with some casualties.