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A Cucumber
September 20th, 2009, 09:30
List Name: Emperors Hand

HQ

1 x Librarian

Terminator Armour
Storm Shield

Powers:
Gate of Infinity
Vortex of Doom

Points: 140

ELITES

5 x Termie Squad

1 sergent
4 termies
1 CML

points: 230

1 x Drednought

Multi-Melta
Drop pod

Points: 140

6 x Sternguard Veterans

2 combi-meltas
3 combi-flamers
1 Sergeant - powerfist
1 drop pod
- Locator beacon

Points: 250

TROOPS

10 x Tac Squad

7 Bolter
1 Plasma Gun
1 Missile Launcher
1 Sergeant - Powerfist
1 drop pod
-Locator Beacon

Points 245

10 x Tac Squad

7 Bolter
1 Plasma Gun
1 Missile Launcher
1 Sergent - Powerfist
1 drop pod
-locator beacon

Points 245

Total: 1250


Space Marine Force - Terra's Angels

HQ
Captain Harley (w/ Bike, Relic Blade, Artificer Armour) - 180
Command Squad (w/ Bikes, 4x Plasmaguns, Standard Bearer + Champion) - 295
Troops
SM Bike Squad (4 models + MultiMelta Attack Bike, 2x Meltagun, Powerfist) - 210
SM Bike Squad (4 models + Heavy Bolter Attack Bike, 2x Flamer, Powerfist) - 190
SM Bike Squad (4 models + MultiMelta Attack Bike, 2x Meltagun, Powerfist) - 210
Fast Attack
Scout Bike Squad (5 models + 3x Grenade Launchers, Powerfist) - 165

Which makes 1250 points and a mere 26 models

General TacticsDeploy all in cover but scouts, who will scout move into enemy deployment zone behind terrain and then shoot/charge heavy weapon teams. Captain+CS target heavy infantry/HQ; flamer squad target light infantry; melta squads target tanks and major threats. Ignore objectives until turn 5, concentrating initial fire on fast units and transports to maximise manoeuvrability advantage - then shoot the CC types, CC the shooters.
Race Specific:
Necrons – go for phase out
Nids, Orks, Daemons – maintain 18” gap when possible
Tau, IG, WH – get into CC with multiple units to ensure combat lasts into their turn


vs.

Emperor's Fodder

HQ
Company Command squad - 75
-Regimental Standard
-Autocannon


Troops

Infantry Platoon:

PCS - 45
-Grenade Launcher
-Autocannon

Infantry Squad - 65
-Grenade Launcher
-Auto cannon

Infantry Squad - 65
-Grenade Launcher
-Auto cannon

Infantry Squad - 65
-Grenade Launcher
-Auto cannon

Infantry Squad - 65
-Grenade Launcher
-Auto cannon

Veteran Squad - 155
-Melta x 3
-Chimera with hull heavy flamer

Veteran Squad - 155
-Melta x 3
-Chimera with hull heavy flamer


Heavy Support

Leman Russ Battle Tank with hull heavy flamer

Leman Russ Battle Tank with hull heavy flamer


Fast Attack

Vendetta

Vendetta


Strategy: The entire infantry platoon will sit on the home objective in two 20 man squads, using their autocannons with bring it down to knock out transports and light vehicles.

Having so many infantry squads to leave behind will allow my doubles partner to use all of their units for advancing.







Ulthwe Reaction Force

HQ
Farseer = 95
Doom, Runes of Warding

Elite
None

Troops

10 Storm guardians = 130
2 flamers, warlock, destructor, singing spear

Waveserpent = 145
Twinlinked brightlance, spirit stones

10 storm guardians = 130
2 flamers, warlock, destructor, singing spear

Waveserpent = 145
Twinlinked brightlance, spirit stones

10 Storm guardians = 130
2 flamers, warlock, destructor, singing spear

Waveserpent = 130
Twinlinked eldar missile launcher, spirit stones

Fast attack
None

Heavy Support
Fireprism 115

Fireprism 115

Fireprism 115

Total 1250

Farseer rides in the missile serpent hopefully it will take less fire then the brightlance serpents. AT comes from 2 brightlances, 1 missile, 3 prisms, and 3 spears. Infantry, hordes in particular face 6 flamers, 3 heavy flamers, and 3 templates. Doom is used to augement the flamers damage. The list has three scoring units and 6 tanks that can move 24" to hold or contest objectives late game.


Dawn of war ,anialation, emperors hand and terra's angels deploy and go first.


edit: Damn it! My computer hates me! For some reason my computer has descided not to let me copy and paste so the other semi final will be delayed. You may still post on this one though. Please no comments about this message on this thread though. The main thread about the new votewar will do fine.

mynameisgrax
September 21st, 2009, 18:33
Ouch! What an ugly battle (and I mean that in a good way ^_^). In other words, what a 'violent' battle, as I don't see any way for anyone to really hide...except on first turn, which really hurts the Emperor's hand. All their opponent has to do to foil their plans is just start off the table. You can deep strike 2 pods on...but where? They don't have any idea where the enemy is yet. The bikes will get to supercharge, however, which will be a big bonus for them.

When the IG and Eldar come in, the IG won't do much with their 'blobs' the first turn, but the Leman Russes, Fire Prisms, and Vendettas will lay waste to anything that dropped in front of them.

On turn 2 the bikes will rush in and cause a lot of damage, and some will even get the assault, but it won't be overwhelming enough to cripple the enemy, as there's simply too many of them.

This is precisely why I don't like marine drop pod armies: they don't do enough when they come in. Even if they land within rapid fire range, 15 bolter shots= 10 hits= 7 kills (3-4 kills if the IG is in cover). It's nice, but it isn't enough to wipe the IG units out, and for the panic check they have leadership 9 with a re-roll, making them virtually fearless. You might as well save points and just outflank scouts, possibly in a land speeder storm. They do the same damage, claim objectives about as well, and cost about half as much.

Emperor's Fist and Terra's angels have a large kill point advantage, but honestly, I think they're going to get tabled before the game ends. In any case, I feel the Emperor's Fodder and Ulthwe Reaction Force have the advantage.


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