Janissaries 121st, 1st Company (1,000 Points) - Warhammer 40K Fantasy
 

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  1. #1
    LO Zealot BossGorestompa's Avatar
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    Janissaries 121st, 1st Company (1,000 Points)

    The Background:
    The Janissaries are Agent Inquisitor Murad's private corps, standing in the Jotunheim 2nd Army. The Janissaries 1st Division, 2nd Regiment has been tasked with the defense of an archeoxenon digging site until Lord Inquisitor Heresus arrives in person. In the last moments heralding Heresus's arrival, a Tyranid splinter fleet arrived in system and began bombing the site with spore-transports; and, right on cue, the Dread Wolves made their presence known in their never ending attempt to capture Heresus. With nearly the whole regiment wiped out in a desperate fight against two fronts, the Janissaries were forced to regroup.

    Now, the 121st, First Company "Grenadier Siege Breakers" have been tasked with reclaiming the site, and holding the line against all costs until Lord Inquisitor Heresus arrives with his Ghost Wolves to even the odds.

    But the Grenadiers were cut off from their armored battalion and must proceed unsupported.

    The Game:
    I'll be playing a 1v1v1 fluff mission against Tyranids and Space Marines in the coming week or so and came up with the Janissaries 1211 as a detachment of my Inquisitorial Storm Trooper army. We will be playing a 1,000 point game, with the these special mission set up: http://www.librarium-online.com/foru...ion-rules.html (Special Mission Rules)

    The List:
    Command Platoon (350 Points)
    Colonel Colon (Power Weapon, Bolt Pistol, Carapace Armour)
    -Sergeant Major Brohem (Veteren, Laspistol, Close Combat Weapon)
    -Lieutenant Gunner Jameson (Grenade Launcher)
    -Specialist Fargo (Missile Launcher)
    -Specialist Grammar

    Anti Tank Support Squad
    -3x Missile Launcher
    Mortar Support Squad
    Mortar Support Squad

    First Platoon (325)
    Lieutenant Marquis (Power Sword)
    -Grenade Launcher x2
    -Missile Launcher

    Squads 1 and 2
    -Grenade Launcher
    -Missile Launcher

    Squad 3
    -Grenade Launcher
    -Mortar

    Second Platoon (325)
    Lieutenant Dasche (Power Sword)
    -Grenade Launcher x2
    -Missile Launcher

    Squads 1 and 2
    -Grenade Launcher
    -Missile Launcher

    Squad 3
    -Grenade Launcher
    -Mortar

    Totals:
    Points: 1,000
    Troops: 93
    Missile Launchers: 10
    Mortars: 8
    Grenade Launchers: 11

    Thoughts, questions, concerns?

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  3. #2
    I Sincerely Want a Parrot counterwavecounter's Avatar
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    You say you'll be playing against Tyranids and Space Marines. From a fluff perspective, wouldn't the Space Marines be fighting alongside the Imperial Guard? especially if the regiment has been requisitioned by an Inquisitor because Inquisitors command absolute authority over all Imperial forces, including Space Marines.

    Nonetheless, it sounds like a lot of fun and the background is very cool indeed especially the part about the Grenadiers being cut off from their armored battalion. It would be awesome if you could post a fictional story about the battle.
    Last edited by counterwavecounter; December 14th, 2008 at 20:34.
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  4. #3
    LO Zealot BossGorestompa's Avatar
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    Yes, that is correct. It would take nothing short of a novel to explain the full back story behind my Inquisitor and my friend's.

    To make a long story short- Inquisitor Heresus was Inquisitor Dalpheus's (my friends') prized pupil, until one day Heresus went rogue. Ever since then, theres been a bit of a feud between Heresus and Dalpheus.. that is, beyond Heresus being a traitor to the Imperium.

    Inquisitor Murad is but one of Heresus's agents still considered loyal to the Imperium

    One of these days I'll post the full fluff for Jotunheim (Heresus's world)

    I'll be sure to post the conclusion to our battle, which will probably lead to another encounter. Such is the long and slowly played campaign between Heresus and Jotunheim versus Dalpheus and the Dread Wolves.
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  5. #4
    Mr Commisar to you Commisarlestat's Avatar
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    332 (x8)

    you do relise that the archaeology will be ruined by stepping in the wrong place lol great background to the battle.

    As for the list a few things

    1. A rule of mine, and one that usually holds well. Either heavy or special weapons in commands, or neither, never both. So take those missile laucnhers out of the command squads

    2. Mortars in line squads is also a no in my book so drop them, take the missile laucnhers from the commands and stick them in the squads you can then use the extra points for more grenade launchers!

    Hope that helps

    A

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