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| Gone fishin'. ![]() Join Date: Jul 2005 Age: 28
Posts: 5,876
Rep Power: 103 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Please see this thread on how to participate in these games. 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. Mission Type - Patrol Mission Rules - Special Witch Hunters (Alpha List) Cannoness – Attached to Celestian Bodyguard Power Weapon; Stormbolter; Auspex 9x Celestians 6x Boltguns; 1x Multimelta; 1x Stormbolter Veteran Sister w/ Power Weapon; Bolt Pistol Rhino w/ Smoke Launchers; Extra Armor; Searchlight Inquisitor lord Power Weapon; Inferno Pistol; Scourging 3x Acolytes; 2x Chirurgeons; 3x Crusaders Land Raider w/ Extra Armor; Searchlight Vindicare Assassin 10x Celestians 7x Boltguns; 1x Multimelta; 1x Stormbolter Veteran Sister w/ Power Weapon; Bolt Pistol; Auspex Rhino w/ Smoke Launchers; Extra Armor; Searchlight 10x Celestians 7x Boltguns; 1x Multimelta; 1x Stormbolter Veteran Sister w/ Power Weapon; Bolt Pistol; Auspex Rhino w/ Smoke Launchers; Extra Armor; Searchlight 10x Battle Sisters 7x Bolters; 2x Storm Bolters Veteran Sister w/ Power Weapon; Bolt Pistol; Auspex Rhino w/ Smoke Launchers; Extra Armor; Searchlight 10x Battle Sisters 7x Bolters; 2x Storm Bolters Veteran Sister w/ Power Weapon; Bolt Pistol; Auspex Rhino w/ Smoke Launchers; Extra Armor; Searchlight Melta Torpedo Strike Tactics: the general idea is to swarm over to bolter range and let rip I use the inquisitor hq on foot as they are mostly a "counter charge"/ assassin protection unit. I hope that the assassin will be able to take out all the "hidden" lascannons in the woods/houses (or anything else that gives a 4/3+ cover save bleh...) 7 faith points in the army to be used as cc countermeasure/invo saves. Faith Points - 7 ---------------------------- Witch Hunters (Beta List) Canoness: Blessed Weapon; Cloak of St. Aspira; Frag Grenades; Jump Pack 5x Celestians: 3x Bolters; 2x Melta Guns Rhino w/ Extra Armour; Smoke Launchers 5x Celestians: 3x Bolters; 2x Melta Guns Rhino w/ Extra Armour; Smoke Launchers 5x Celestians: 3x Bolters; 1x Melta Gun; 1x Heavy Bolter 10x Battle Sisters: 7x Bolters; 2x Melta Guns Veteran Superior w/ Bolter Rhino w/ Extra Armour; Smoke Launchers 10x Battle Sisters: 7x Bolters; 2x Melta Guns Veteran Superior w/ Bolter Rhino w/ Extra Armour; Smoke Launchers 10x Battle Sisters: 7x Bolters; 2x Melta Guns Veteran Superior w/ Bolter Rhino w/ Extra Armour; Smoke Launchers 10x Seraphim: 7x Twin Linked Bolt Pistols; 2x Twin Inferno Pistols Veteran Superior w/ Eviscerator & Bolt Pistol 8x Retributors: 3x Bolters; 4x Heavy Bolters Veteran Superior w/ Bolter 8x Retributors: 3x Bolters; 4x Heavy Bolters Veteran Superior w/ Bolter Exorcist: Exorcist launcher; Extra Armour; Smoke Launchers Faith Points: 11 Total Models: 78 Total Vehicles: 6 Last edited by Caluin; November 30th, 2006 at 22:39.. |
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| Everyone loves the Drake! ![]() Join Date: Nov 2005 Location: Canada Age: 20
Posts: 2,458
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WH vs WH hmm? Okay... Alpha list has some hard hitting units, especially the one in the Land Raider. The Melta warhead may cause some problems, but it's doubtful that it'll do too much unless it's keyed to the middle of the battlefield, in which case it's just as likely to hit its owners side as that of the enemy. Alpha's Troops choices are low in number and somewhat poorly equipped - they're built to take out light infantry and nothing more. They don't have any flamers or meltaguns to take out hordes or armor, so they'll be helpless against even a Rhino. The same problem with the Elite picks - the Celestians seem confused about their role. Multi meltas will probably not see a ton of use in this game, as no Rhino will want to be caught in the open when one of those things is on the battlefield. To make matters worse, the multi meltas won't get to fire until Turn 3 at the earliest, since they start in reserve and can't fire after disembarking. The Vindicare Assassin, while a cool model, just won't have a lot to do. He might be able to pick off some Veteran Superiors or something, but that just isn't going to do enough to the enemy, especially when they're so heavily mechanized. The Inquisitorial Retinue needs to be respected, as they're hard hitting enough in close combat that they could cause serious problems for any stricken Battle Sisters, but Beta has enough meltas to fix that Land Raider with ease. All in all, I think it's the lack of anti-tank firepower that dictates this one - without any good way of popping the Rhinos, Alpha is going to be at Beta's mercy for the majority of the game. Though both lists will struggle some because of the Reserves Special Rule, I think that Beta is versitile and well equipped enough to deal with this challenge, where Alpha is found wanting. Witch Hunters BETA for the win. |
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| Son of LO ![]() Join Date: Aug 2005 Location: Australian. Capital. Territory Age: 18
Posts: 3,462
Rep Power: 62 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
wow I have no idea who to vote for on this one. 3 multi-meltas is some pretty formidable anti-tank and will get to shoot before the meltaguns. I don't think I'll be voting on this one at all... to close. Land Raiders lascannons should help out a fair bit though.
__________________ Check out my Codex: Farmyard Animals here! If anyone wants any kind of help writing fluff for any kind of GW army just ask. Fluffmaster Anzac Clan |
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| | #4 (permalink) |
| Master of Those Damn Durable Swords ![]() Join Date: Jul 2005 Location: Boston Age: 23
Posts: 543
Rep Power: 44 ![]() ![]() |
Obviously the glorious sisters are on a mission to burn the filthy heretical inquisitor As for who'd win....tough call on this. 2 WH lists...hmm Well being patrol, both groups will have a rhino rushing towards the other one right off the bat. And the Inquisitors sisters don't have ANY AT ability, so here's what I see happening: Both lists close in on each other and deploy. Alpha list does few casualties on the Betas. Betas return fire and melta some sisters to death. Alpha shooting: 18 shots, 12 hit, 8 wound, 3 sisters fail the save. So Beta is down to 6 sisters Beta: 14 shots, 9 hit, 6 wound, 2 sisters fail 2 shots, 1 hits, it wounds and kills a sister. so Alpha is down to 6. Basically in such a firefight whichever sisters delpoy out of their vehicle first has the advantage. But, the Beta sisters have another option. Which is to deploy earlier and wait for the Alpha girls to roll on up. And when they get close, unload melta on their transpo and entangle them. So I agree with Firedrake that a lack of AT power is Alpha's doom. Celestians with MM in transpos might seem good, but upon leaving the vehicle they are at a disadvantage for a turn and are vulnerable to shooting. Sisters of Battle Beta for the win I can be swayed though if a good argument arises
__________________ If you win games against Nids with flamers (aside from the Inferno Cannon on a Hellhound), you're playing against opponents with stupidity of impressive magnitude. ~ Sokhar |
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| | #5 (permalink) |
| Ghost of LO ![]() Join Date: Sep 2005 Location: Portland, Oregon Age: 22
Posts: 3,570
Rep Power: 61 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | I think alpha list has this. There land raider has a couple of fancy twin linked las cannons, which is very good anti tank against rhinos, the exorcist. And the 3 multi meltas aren't bad against rhinos either. They would basically have to keep there land raider 20 inches from the rhinos each turn, however rhinos really wont hold up that long under that kind of firepower. Once the melta weapon squads are pinned, spread out, or destoryed, they land raider can allow the fairly decent squad inside to assault out, helping to quickly cut through of the enemies power armor. The Vindicare will shoot at the melta of pinned squads, or will fire at heavy bolters if there arent any other good targets. Peace
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| victorus aut mortis ![]() ![]() Join Date: Nov 2004 Location: Virginia, USA Age: 19
Posts: 10,427
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Would like to point out to everyone that the mission is Patrol, therefore only a single Troops choice from each side will deploy at the start of the battle... So, really, assuming that everything besides a Troops choice will do massive amounts of damage is kind of silly, as things won't be coming in until later in the game to begin with. Quote:
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I don't buy it. Quote:
The Retributors, when on the table, can lay down a hail of medium-long ranged fire. Heavy Bolters will easily be capable of taking out a Vindicare Assassin, if they can see him. If not, Rhino squads will be more than capable of riding up to within 12" of him and melting him on the spot. Please keep in mind the mission. If this were a simple this list vs. this list, then it would be a lot closer, but in truth the Alpha squads are equipped rather poorly, especially for going up against a power armoured foe. The Land Raider will cause little damage, once it gets on the table, because it will either sit still, making it an easy target, or will move around (apparently, always 20" away from each and every Rhino.. um..?) and therefore nearly waste its Lascannons. All it'll take is one or two Melta Guns within 6" of it and it goes boom. The squad inside of it is also a massive points sink, in my opinion, and can only cause any damage in CC. Keep in mind, also, that the Serpaphim are fairly good at anti-tank. So the Melta Guns from the Rhinos can't take out the Land Raider, because suddenly the weak anti-tank firepower of the Alpha list can kill five of them.. okay, that's fine, but once the Seraphim come down, they have an Eviscerator and two Inferno pistols, which I believe have the Melta rule. Overall, the first two or so turns will be a 1 vs. 1 between two Rhino mounted Sisters of Battle squads, and I think Beta's squads are better equipped to counter the threat. If the Alpha squad moves, they can't fire their Multi-Melta. If they don't, they are sitting ducks, and the Beta list's squad will be able to move around them and avoid the Multi-Melta. If the Alpha squad stays in their Rhino, the Beta squad can simply drive up and pop it from their own Rhino's fire point. I would also like to point out Faith - the Beta list has four more points of it, meaning four more chances to get AP1 Heavy Bolters, 2+ invulnerable saves for the Cannoness, and other things. Don't ignore Faith, as it can be pivotal in a Witch Hunters army list. Don't underestimate units and lists, and don't overestimate them. Witch Hunters Beta for the win, in my eyes. | |||
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| Everyone loves the Drake! ![]() Join Date: Nov 2005 Location: Canada Age: 20
Posts: 2,458
Rep Power: 62 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Quote:
Quote:
As for the Inquisitor cutting through power armor... unlikely. Spirit of the Martyr will hault this unit it its tracks. Using only 2 Faith, the Battle Sisters could make their armor saves Invulnerable and give themselves +2 Strength - more than enough to absorb the charge by the Inquisitor and his boys and then lay down some pain in the same combat turn. Let's do some math, since you seem to be so found of it. Forgive my subpar mathematical skills, as I'm not exactly sure of which formula to achieve the results that I'm after, but I can give you a general idea. On the charge, the Inquisitor will get 5 attacks, I believe. He'll be hitting on a 3+ (so that's 3 hits, about) and causing Wounds on a 4+ (1.5 Wounds) of which a 3+ Invulnerable save should turn aside. In fact, the Inquisitor would have to have double the number of Attacks to take out a single Battle Sister. Let's go with the Crusaders next. Just like the Inquisitor, they'll hit on a 3+ with their 9 power weapon attacks (6 hits). They have a very average Strength, so they'll Wound on a 4+ (3 Wounds), which is enough to take out a singe Sister of Battle. The Acolytes and Chirurgeons are a non-issue really, since between them they only get 10 Attacks. That's 5 hits, and 2.5 Wounds - likely enough to knock out another Battle Sister. Congrats. The Inquisitor and company has killed a grand total of 2 Sisters of Battle (just over 20 points) for what seems to be a 350 point unit - less than impressive, I'm sure you'll agree. Why don't we talk about the return attacks now, hmm? Since Hand of the Emperor makes them strike at I1, they'll be taking 2 casualties before being able to strike back. With those 8 models, they get 9 attacks. That comes to 4.5 hits, and then since they'll have Strength 5, that's about 4 Wounds. The henchmen take their saves and, lo and behold, that's 2 dead. ... looks like the Inquisitor is now stuck in a combat that he really doesn't want to be in. His ideas of gloriously smashing through the enemy unit has been shattered, and now he's got some seriously pissed off warrior women with supernatural abilities to tangle with over several turns. Quote:
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