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Discussion Starter · #1 · (Edited)
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 Level - Gamma

Special Rules - Infiltration, Deep Strike, Victory Points

The Shadows of the Autarch
Aliatoc Eldar


HQ - 119 Points

Farseer
+Shuriken Pistol
+Close Combat Weapon
+Mindwar

Farseer
+Shuriken Pistol
+Close Combat Weapon
+Mindwar
+Ghost Helm

Elite - 447 Points

9 Striking Scorpions
+Exarch
++Stealth
++Scorpion's Claw

5 Pathfinders

5 Pathfinders

Troops - 532 Points

4 Rangers

4 Rangers

4 Rangers

4 Rangers

3 Rangers

3 Rangers

3 Rangers

3 Rangers

Fast Attack - 390 Points

2 Vypers
+Starcannons

2 Vypers
+Starcannons

2 Vypers
+Starcannons

Heavy Support - 360 Points

Wraithlord
+2x Flamers
+Bright lance

Wraithlord
+2x Flamers
+Bright lance

Wraithlord
+2x Flamers
+Bright lance

Tactics:
Ranger disruption rolls debilitate a huge portion of the non-mechanized part of the enemy army. After that, vypers and rangers and pathfinders blast the bits that haven't been put into reserves, while Wraithlord and Scorpions give them something to think about in close combat. Wraithlords deal with tanks on their way to cc, and possibly charge if it's needed. Against mechanized lists, the vypers instead annihilate the weaker enemy tanks. Infiltrate allows ideal placement for most units.


Fluff:
Oh yeah, fluff-wise, loosely the wraithlords contain the spirit stones of ancient Autarches. They've been in battle many times and along with their shadowy compatriots have become known as the shadows of the autarch.

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Witch Hunters

HQ - 326
Canoness Alex - 115
+Blessed Weapon
+Brazier of Holy Fire
+Book Of St Lucius
+Litanies Of Faith

5x Celestians - 211
+Heavy Flamer
+Flamer
+Veteran
++Eviscarator
++Brazier Of Holy Fire
+Immolator
++Twin Heavy Flamers
++Holy Promethium
++Extra Armour
++Smoke

Elites – 200
Callidus Assassin - 120

Inquisitor Yossanrion - 80
+Power Weapon
+Storm Bolter
+Hammer of the Witches
+Liber Herisius

Troops - 667
14x Sisters of Battle - 221
+Flamer
+Heavy Flamer
+Veteran
++Eviscarator
++Brazier of Holy Fire

14x Sisters of Battle - 223
+2x Meltaguns
+Veteran
++Eviscarator
++Brazier of Holy Fire

14x Sisters of Battle - 223
+2x Meltaguns
+Veteran
++Eviscarator
++Brazier of Holy Fire

Fast Attack - 160
5x Seraphim
+2x Twin link Inferno Pistols
+Veteran
++Power weapon

Heavy Support - 496
Exorcist - 150
+Extra Armour
+Storm Bolter

Exorcist - 150
+Extra Armour
+Storm Bolter

10 x Retributors - 194
+4x Heavy Bolters
+Veteran
++Storm Bolter

Tactics:
The Canoness and retinue go infantry busting/assault/speed bump, with flamers and power weapons galore. The Assassin screws round with deployment and picks in things like IG command squads, and Ethereals. The Inquisitor gives me before game bonuses, and a nice way to “snipe” the enemy psykers. The Sisters with meltas go after tanks and MEQ, and the Sisters with flamers and heavy flamers go after infantry and MEQ (Divine Guidance is a wonderful thing). The Seraphim go hunting after fast tanks/attack vulnerable back armour, they also take objectives, and can act as a speed bump if needed. The two Exorcists can take out MEQ, and give tanks a shock. The Retributors go after infantry, but can take MEQs with Divine Guidance.


Wargear Explanation:
Blessed Weapon – Master Crafted power weapon that adds +2 to strength
Brazier of Holy Fire – 1 shot flamer that also acts as a second close combat weapon
Book Of St Lucius – any friendly unit with 6” has the bearer’s unmodified Ld.
Litanies Of Faith – Faith Point that is automatically successful, but only on the bearer/her unit
Eviscarator - Chainfist
Holy Promethium – Any unit that suffers casualties from the Immolater must take a moral check as if it had just suffered 25% casualties
Hammer of the Witches – Psychic power that makes any psykers pass a leadership test or face a “perils of the warp” attack
Liber Herisius If the Inqusitor passes a Ld test he may choose the table edge (in missions that have table edges) to deploy in. If he fails on 12 his opponent may choose where the WH player deploys
2x Twin link Inferno Pistols – Melta pistols that have 6” range.

Faith Points
9 (1 only to be used on the Canoness)

Divine Guidance: Roll equal too or below the current number in the squad. All rolls to wound that are 6 are AP1 in shooting, and counted as powerweapons in assault.

Hand of the Emperor: Roll equal too or below the current number in the squad. The squad attacks wiht +2 to thier strength, but at I1.

The Passion: Roll equal too or below the current number in the squad. The squad strikes at +2 the the I. Does not effect Powerfists etc.

Light of the Emperor: Roll equal too or below the current number in the squad. The unit them automatically rallies (even if below half strength), and becomes fearless for that round.

Spririt of the Matyer: Roll equal too or below the current number in the squad. The squad recives an inv. save equal to thier normal save.

Notes: Only "faithful" units may use faith. All tests are done on 2D6. When a faithfull unit dies, its faith point goes back into the faith "pool", unless it fell back of the table. Indepednat Characters pass faith tests on Ld test.

Special Rules
SoB recive a 5+ save against any psychic powers, and minor powers do not effect them.

Faithfull units are: Celestians, Seraphim, Cannoness, any other SoB squad with a veteran.

Seraphim have the "Hit & Run" special rule.

Celesitans have preffered enemy against any race (bar monsterious creatures etc.).
 

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I vote Eldar

The Sisters will be severely disrupted by the disruption rolls. All but the exorcists and canoness+retinue will start out pinned. The starcannons can make mincemeat of the sisters, and the brightlances can handle the tanks. It is a particularly bad idea to put canonesses in immolators, as immolators are extremely fragile, so they'll be entangled. Generally, the sisters will be slaughtered. To me, it seems to matter very little what the mission is, given the level of slaughtering going on, but scorpions, vypers, spare wraithlords and infiltrating scorps can hold tokens quite well.

Abstain on Fluff, as they both are equally unfluffy given 3 wraithlords and 2 exorcists
 

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I would say

Altaioc for Winning
Like Wamp said, this many disruption rolls will make it hard for the Sisters.

Sisters and Altaioc for fluff
Both armies are constructed mostly fluffyly, and are pretty much about equal.

Therefore

Altaioc overall
 

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Alaitoc

The Disruption rolls will tip the edge, as will all the long range Firepower. The sisters will take casualties marching accross the table trying to get the Eldar in range, and there is noone worthwhile for the Callidus to kill. Oddly enough though I don't forsee the Wraithlords being a big problem, the Exorcists will quite happily eat them up.
 

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Alaitoc.

Usualy those numbers of sisters would do a good job. However with 10 or so disruption rolls the chances are they arent going to be here for a while. The Alaitoc WL and Vypers can Starcannon the rest of the Sisters to kingdom come.

The Callidus could munch through alot of rangers but will be stopped by a WL soon enough.

The exorcists have little worthwhile to shoot at.

However I dont see the Alaitoc as being fluffy-3 WL? no scorpions/spiders.
 

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Wings, there are scorpions, but I agree that the army is fairly unfluffy. However, 2 exorcists is also very unfluffy, so for me, it was a toss-up.
 

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I vote Eldar because the sisters do not have the delivery vectors to get those flamers into play while the rangers can sit back on their table edge and only have to worry about the heavy bolters and the bolters when they get in range.

I do think the Ranger heavy list is somewhat unfluffy, but I like the title and suspect that the creator is a Gene Wolfe fan. If so, PM me perhaps. I'd like to talk to someone else about his work who didn't discover him from me calling them up and saying something like...



'OMFG! You have to read this guy's books! You have to read them now or I'll come over there and beat them into your head with a baseball bat!"


OK. So I didn't actually say that.

But I am a fan.
 

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Ghost of LO
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The excorist shoots D6 shots right? IF im correct about the tank i think this is, its basically a crazy preditor. So, only the wraithlords will be able to hurt it with any real threat. And they can pretty esealy bring down a wraithlord or with an average of 7 ML shots a turn, that out range the bright lance.

Ive got a question about the eldar list: How do they have 8 troop choices? Special rule?

I think the exorsists will win over the wriathlords and thats pretty much the back bone of this eldar list, after that, the sisters can make there way acrose the table to destory the rangers, who dont pose a big treat to AV 3 troops.

Plus the sisters have 4 heavy bolters ready to annihilate anything that dares come in line of sight.

Some of the faithpoints are also quiet good, such as making the armour save inverable, and devine guidance giving which would work wounders with the heavy bolters against the striking scorpains.

My vote goes Sisters Of Battle
 

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The Sister squads are quite large though.

As I understand it they have to roll under thier squad size on 2d6 for certain acts of faith. Hard if your unit is 14 strong.(Though it wont be for long v's these Alaitoc)

7 Exorcist shots, 4 hit, 2 wounds on a WL per turn. With 3 WL at least 5 turns to kill them all. With no Vypers chasing them around a flank.
 

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Discussion Starter · #10 ·
ForgedInTheFurnaceOfWar said:
Ive got a question about the eldar list: How do they have 8 troop choices? Special rule?
I had that exact same question, not being an Eldar player and all, and it was explained to me that Alaitoc Eldar have two compulsory Ranger choices that they must take, and are still allowed their normal six troops slots. So it is possible to have eight troops choices, two of which must be ranger squads.
 

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I vote Eldar.

Between the disruption rolls and the massed.....MASSED sniper fire, the WH will be all but pinned. Plus the vypers with the star cannons will ruin those 3+ saves.
 

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Ghost of LO
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I dont really think 28 sniper rifles is that devistating, definatly annoying, but sisters have good LD, and 3+ saves. Sure, they will get 4 6s a turn, and wound with 2 of them, and make kill some more with normal fire. But, this could also be nuffied pretty quickly, by invuerabalising armour saves. And the heavy bolters are going to be cutting through the snipers faster then the snipers can cut through the other units.

And the tanks are well suited for wairthlord poping. How would the sisters of battle ingnoring minor phyic powers, and having that 5+ inverable against normal power work against the disruptor things?
 

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Obviously you underestimate pinning.

The star cannons will rip 3 up saves, The infantry will be pinned constantly.

i vote for Eldar
 

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Damnit. You obviously dont get it. a 3+ invunerable save is good, however, it can still fail
Believe it or not, a 3+ invunerable save can fail. Then they will have to take a pinning test. the sheer volume of fire from the snipers can effectively pin the sobs.
You dont seem to under stand that faith points are finite. I do know that they come back when a squad is completely come back. However, they will not protect the sobs forever, like you seem to believe.
 

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ForgedInTheFurnaceOfWar said:
Or perhaps you under esimate the power of a 3+ inverable save.
Forged, have you played witch hunters recently? Yes, that 3+ invulnerable save is fantastic, but unless you have a small squad size, you can't GET a 3+ invulnerable save. There are only two squads there that can get that save. One is the seraphim who will likely start out in reserves if the eldar player is intelligent in any way. The other is the canoness and retinue who are sitting inside their cardboard transport waiting to be entangled. For everything else, there is no way they're going to get that 3+ save off. Why? because if the eldar player concentrates fire, there isn't any time between when it's impossible or far too unlikely to succeed with the faith power, and the time when it's too late, because they're reduced to next to nothing. Then, the snipers finished them off.

Believe me, I know the power of the 3+ invulnerable save, but this army isn't going to be getting many at all.

And as wings pointed out, those exorcists are nearly worthless vs. the wraithlord. Sure, they'll hurt, but even with a full game of shooting they would barely pay off their points. But they won't last the full game, because of those bright lances.
 
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