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| Gone fishin'. ![]() Join Date: Jul 2005 Age: 28
Posts: 5,876
Rep Power: 105 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 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 - SEcure and Control Mission Rules - Infiltration; Deep Strike; Victory Points ***REMATCH ALERT*** This battle is a rematch. Relief forces are in use. Remember that these forces always arrive via Reserves. ***REMATCH ALERT*** Emperors Lions Space Marines Traits: Honor Your Wargear; We Stand Alone. Chapter Master: Terminator Armor; Storm Bolter; Power Sword; Bionics; Auspex. 5x Terminators Command Squad: 2x Storm Bolter & Powerfist; 2 Assault Cannons & Powerfist Terminator Sergeant w/ Storm Bolter & Power Weapon 8x Devastators; Infiltration 4x Bolters; 4x Missile Launchers 8x Devastators; Infiltration 4x Bolters; 4x Missile Launchers 8x Devastators; Tank Hunters 4x Bolters; 4x Missile Launchers 5x Tactical Marines: 3x Bolters; 1x Plasma Cannon; 1x Plasma Gun 5x Tactical Marines: 3x Bolters; 1x Plasma Cannon; 1x Plasma Gun 5x Tactical Marines: 3x Bolters; 1x Plasma Cannon; 1x Plasma Gun Landspeeder Tornado: Assault Cannon; Heavy Bolter Landspeeder Tornado: Assault Cannon; Heavy Bolter Landspeeder Tornado: Assault Cannon; Heavy Bolter Whirlwind Whirlwind Whirlwind Quick Reference- 45 models 6 Vehicles Tactics- Shoot 'em. Devastators bring versatile firepower; although not able to always use infiltrate; being an elite will mean they place after most heavy support choices. The tactical squads will be used to engage things with good 2+ saves; and defend against deep strike. The land speeders will defend the flanks; and repel super fast armies. The whirlwinds will slow down enemy advances with pinning; and help cut through hoards; indirect fire will make them difficult to stop. The Terminators spear head the force; add counter charge; and bring good weapons; they also have a nasty surprise for infiltrators who get to close. Reserves- Epistolary Librarian Terminator Armor, Force Sword, Psychic Hood, Bionics Fear of the Darkness, Fury of the Ancients 4x Terminator command Squad 2x Assault Cannons & Powerfist, 1x Powerfist & Storm Bolter 1 Terminator Sergeant w/ Combi Plasma, Power Sword. Drop Pod --------------------------------- Hive Fleet Wyvern Tyranids Hive Tyrant 2x Scything talons; Adrenal Glands (WS); Adrenal Glands (I) ; Toxin Sacs; Wings Broodlord Extended Carapace; Feeder Tendrils; Flesh hooks; 6x Genestealers (Broodlord Retinue) Extended Carapace; Scything talons 4x Warriors Enhanced Senses; Extended Carapace 1x Venom Cannon & Scything Talons; 3x Deathspitter & Scything Talons Carnifex 2x Twin-Linked Devourer; Enhanced Senses; Flesh Hooks 8x Genestealers; Extended Carapace 15x Hormagaunts 10x Termagaunts Fleshborers 15x Spinegaunts Spinefists 15x Spinegaunts Spinefists 16x Gargoyles Fleshborer; Bio-plasma 2x Zoanthropes Warp Field; Synapse; Warp Blast; Toxic Miasma Carnifex Venom Cannon; Barbed Strangler; Reinforced Chitin; Extended Carapace; Enhanced Senses Carnifex 2x Scything Talons; Bonded Exoskeleton; Extended Carapace; Reinforced Chitin; Spinebanks; Tail Weapon – Mace; Tusked Relief Force: 6x Raveners Deep Strike; Beasts Rending Claws & Scything talons 2x Lictors 'Deep Strike' Rending Claws & Scything Talons; Feeding Tendrils |
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| | #2 (permalink) |
| Ghost of LO ![]() Join Date: Sep 2005 Location: Portland, Oregon Age: 22
Posts: 3,588
Rep Power: 63 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
The whirlwinds will rain death from above, shattering the lines of the nids. The Auspex will scare the nids infiltrators away (as it would kill the most of the squad.) Unless they want to risk losing most of the squad. The synapse creatures - of which there are only a few will be targeted first. The plasma cannons/guns can target the thropes - 6 plasma style shots: 3.36 wounds. One of the land speeders can tack on the extra wound. The Mls can gun down the tyrant: 8 MLs: 4.48 wounds, dead tyrant. The terminators at the warriors: 8 AC shots: 1.33 rends, 4 hits, 2.67 wounds + 1.33 rends = 4 wounds, 2 dead. 3 storm bolters + HQ SB: 5.68 hits, 2.84 wounds, 1.4 wounds, thats a total of 5.4 wounds for the terminator squad. 1 landspeeder: .667 rends, 2 hits, 1.68 wounds, 2.35 total HB: 2 hits, 1.33 wounds. Total wounds: 9 wounds - more then enough to kill the 8 wounds of the warriors. Now that the synapse creatures are gone, the last land speeder + the whirlwinds can shoot at the brood lord. 1 direct hit, plus 1 half hit, should result in: 4 fulls, 2 partials 5 hits, 3.33 wounds, 2.22 cover. 1 landspeeder AC: .667 rends, 2 hits, 1.68 wounds, 2.35 total HB: 2 hits, 1.33 wounds. 2.4 dead after cover, 5 dead total. Leaving 1 stealer, and a brood lord. While these units are good in CC, they cant beat the entire space marine army
__________________ Questions about drop pods? Click Here. ![]() Death From Above! Need help with your HQ? Click Here. |
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| | #3 (permalink) |
| Son of LO ![]() Join Date: Aug 2005 Location: Australian. Capital. Territory Age: 18
Posts: 3,462
Rep Power: 64 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Marines don't have a counter to the carnifex's though. They can do a LOT of damage including safely holding objectives. But on the flip side nids don't have a counter to the landspeeders who can also take objectives. I think nids have the models to get into a cc here but will they have enough small bugs left to hurt the devastators? they are still marines after all. The carnifex's are a lot slower. Once the small bugs die the marine list can bend instead of break. Keep running away from them while the faster units (including whirlwinds) flank them and take objectives.
__________________ 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) |
| Senior Member ![]() Join Date: Aug 2005 Location: Guelph (Canada) Age: 28
Posts: 671
Rep Power: 48 ![]() ![]() ![]() ![]() ![]() ![]() |
I don't think the fast eliments of the Nid list are numerous enough to survive and tie up the marine shooting. With all those ass cannons, the CC fex wont live long, and MLs+plasma can deal with the other MCs. After the marines sit and shoot for most of the game, with only one venom cannon, there should be some speeders to take/contest the objectives at the end. Marines for the win. |
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| | #5 (permalink) |
| Member Join Date: Dec 2006 Location: Ireland Age: 18
Posts: 98
Rep Power: 26 ![]() |
As much as it pains me (being a nid player and all) i think Marines for the win. 3 ordnance blasts ap5 or watever and 16 blast shots from the missile launchers will take care of the small guys. or you could use 16 krak missiles on the tyrant first turn and hes dead. A lot of low Ap weapons (plasma guns galore) helps againts decent save creatures like warriors. Also it looks like you might be able to dish out more rending attacks than him and urs arent CC. With that much firepower u can really just sit back blast away and then take the objective/s on turn 5 or 6. Definitley Marines to win! |
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| | #6 (permalink) |
| Son of LO ![]() Join Date: Aug 2005 Location: Australian. Capital. Territory Age: 18
Posts: 3,462
Rep Power: 64 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
This is the last one I need to vote in right? I'm going to be a sheep and go with marines. The firepower can bring down anything of the nids capable of threatening the vehicles and holding objectives. Then they get a massive mission advantage even if the gaunts do manage to swarm over the devastators and tacticals (which I doubt). Space Marines
__________________ 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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