Joined
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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 - Seek and Destroy
Mission Level - Alpha
Special Rules - Victory Points
Kabal of the Dark Heart
Dark Eldar
HQ - 344 pts
Archon
+Punisher
+Tormentor Helm
+Hell Mask
+Shadow Field
+Combat Drugs
+Animus Vitae
+Gruesome Talisman
+Plasma Grenades
3x Haemonculi (attached to Grotesques)
+3x Destructor
+3x Scissorhand
+1x Webway Portal
ELITES - 579 pts
7x Grotesques
+Transport Raider
++ Dark Lance
8x Wyches
+8x Splinter P. & CCW
+Plasma Grenades
+Wych Weapons
+1 Succubus
++Agoniser
++Splinter Pistol
++Plasma Grenades
++Wych Weapons
+Transport Raider
++Dark Lance
++Horrorfex
8x Wyches
+8x Splinter P. & CCW
+Wych Weapons
+Succubus
++Agoniser
++Splinter Pistol
++Wych Weapons
+Transport Raider
++Dark Lance
++Horrorfex
TROOPS - 436 pts
15x Warriors
+11x Splinter Rifle
+2x Splinter Cannon
+2x Blaster
+Sybarite
++Agoniser
++Splinter Pistol
++Webway Portal
++Gruesome Talisman
10x Warriors
+8x Splinter Rifle
+2x Dark Lance
10x Warriors
+8x Splinter Rifle
+2x Dark Lance
5x Raider Squad
+3x Splinter Rifle
+Splinter Cannon
+Blaster
+Transport Raider
++Dark Lance
HEAVY SUPPORT - 340 pts
Ravager
+3x Disintegrator
+Night Shield
Ravager
+3x Disintegrator
+Night Shield
Talos
TACTICS:
Special Rules: DE are always the attackers in a RAID mission.
Archon - Priority targets are regular troops. Deploy as far forward as possible, out of los. Move, fleet of foot + 12" charge from drugs should get him into CC. He is not equiped to go head to head with other HQ's
Hamonculi+Grots - deploy out of los and turboboost 24" strait at the enemy. Open WWP (turn 2 at best but probably turn 3). Grots + Wytches that come through the portal assault together. If a unit suffers a casualty in CC with Grots they automatically flee combat. Grots can't chase very well but the Wytches sure can. The Haemonculi will detatch from the Grots if there is a high toughness target in assault range (they can move and fof if not attached to grots).
Wytches - Priority Targets are elites and other CC monsters, even HQ's that need to be tied up in HtH. The Raiders will use the HOrrorfex to pin any unit the wytches can't assault, and then start using the Dark Lance on HQ/Monstrous Creatures/Tanks.
Sybarite Squad - Deploy forward, Move, Fleet of Foot and then deploy WWP on next turn. Then just move and shoot staying within 12" of the enemy to get rapid fire results. This unit can assault if required but can probably lay down more hurt by just shooting.
Sniper Squads (Dark Lances troops) - Priority Targets are enmey armor (tanks). Deploy in good los and don't ever move, they are completely expendable.
Raider Squad - Priority Targets for the squad are Land Speeders and flanking skirmishers. Priority Targets for the Raider are other tanks. This unit hangs at the edge of the flank and cherry picks.
Ravagers - Priority Targets are anything in range my guns but out of range and LOS of his guns. Ideally on one flank ganking his big guns or fast attack. The Night Shield adds +6" to enemy unit's effective range. Can also be used to kill/mop up anything that kills the snipers in CC.
Talos - Priority Targets are anything in range of assault especially if it's Marines (1d6 power fist/claw attacks!). Just avoid Demon Princes and Wraithlords.
All Raiders will target Tanks or high toughness, high armor save creatures/HQ's if possible.
The Raider/Ravager mobility can be used to stay out of CC and claim objectives for those armies that are uber CC (Wytch Cults, some Chaos, BT, etc).
WAR GEAR:
Shadow Field - 2+ inv save until it fails, then it's gone and the archon reverts to his 5+ normal save
Horrorfex - causes pin tests and counts as a defensive weapon
Night Shield - effectively adds 6" to enemy unit's range check against the Ravager (ie sit 19" from Bolters and not have to worry)
Destructor - flame template weapon with a random AP for each model hit (not each unit, each model)
Scissor Hands - auto wound on 2+ regardless of toughness
----------------
Roborks Uber Boyz*
Orks
HQ - 247
Robork Squigmuncha
+Mega Armour
+Kombi Skorcha
+More Dakka
+Shootier
+3 X Attack Squig
+Iron Gob
+Cybork Body
+Mega Boosta
Big Mek Karkaz
+Mega Armour
+Kustom ForceField
+More Dakka
+Shootier
Troops - 1605
Wenkerz Slugga Boyz
30x Boyz
+26 Slugga + Choppa
+3 Rokkit Launchas
+Nob
++Power Claw
++Slugga
Jenkz Slugga Boyz
30x Boyz
+26 Slugga + Choppa
+3 Rokkit Launchas
+Nob
++Power Claw
++Slugga
Faguz Slugga Boyz
30x Boyz
+26 Slugga + Choppa
+3 Rokkit Launchas
+Nob
++Power Claw
++Slugga
Fuzkor Slugga Boyz
30x Boyz
+26 Slugga + Choppa
+3 Rokkit Launchas
+Nob
++Power Claw
++Slugga
Krayzor Slugga Boyz
30x Boyz
+26 Slugga + Choppa
+3 Rokkit Launchas
+Nob
++Power Claw
++Slugga
Tactics:
Raaawr! Get Dem Oomies!!
(Charge for the win!)
Any squads over 12 essentially unbreakable. (Ork Mob Rule)
Every Squad has anti-tank capabilities and a Hidden power fist (29 meat shields)
Everything under kustom forcefield receives 5+ cover save. (6� of Big Mek)
150 Boyz – that’s a lot of meat
Mission Type - Seek and Destroy
Mission Level - Alpha
Special Rules - Victory Points
Kabal of the Dark Heart
Dark Eldar
HQ - 344 pts
Archon
+Punisher
+Tormentor Helm
+Hell Mask
+Shadow Field
+Combat Drugs
+Animus Vitae
+Gruesome Talisman
+Plasma Grenades
3x Haemonculi (attached to Grotesques)
+3x Destructor
+3x Scissorhand
+1x Webway Portal
ELITES - 579 pts
7x Grotesques
+Transport Raider
++ Dark Lance
8x Wyches
+8x Splinter P. & CCW
+Plasma Grenades
+Wych Weapons
+1 Succubus
++Agoniser
++Splinter Pistol
++Plasma Grenades
++Wych Weapons
+Transport Raider
++Dark Lance
++Horrorfex
8x Wyches
+8x Splinter P. & CCW
+Wych Weapons
+Succubus
++Agoniser
++Splinter Pistol
++Wych Weapons
+Transport Raider
++Dark Lance
++Horrorfex
TROOPS - 436 pts
15x Warriors
+11x Splinter Rifle
+2x Splinter Cannon
+2x Blaster
+Sybarite
++Agoniser
++Splinter Pistol
++Webway Portal
++Gruesome Talisman
10x Warriors
+8x Splinter Rifle
+2x Dark Lance
10x Warriors
+8x Splinter Rifle
+2x Dark Lance
5x Raider Squad
+3x Splinter Rifle
+Splinter Cannon
+Blaster
+Transport Raider
++Dark Lance
HEAVY SUPPORT - 340 pts
Ravager
+3x Disintegrator
+Night Shield
Ravager
+3x Disintegrator
+Night Shield
Talos
TACTICS:
Special Rules: DE are always the attackers in a RAID mission.
Archon - Priority targets are regular troops. Deploy as far forward as possible, out of los. Move, fleet of foot + 12" charge from drugs should get him into CC. He is not equiped to go head to head with other HQ's
Hamonculi+Grots - deploy out of los and turboboost 24" strait at the enemy. Open WWP (turn 2 at best but probably turn 3). Grots + Wytches that come through the portal assault together. If a unit suffers a casualty in CC with Grots they automatically flee combat. Grots can't chase very well but the Wytches sure can. The Haemonculi will detatch from the Grots if there is a high toughness target in assault range (they can move and fof if not attached to grots).
Wytches - Priority Targets are elites and other CC monsters, even HQ's that need to be tied up in HtH. The Raiders will use the HOrrorfex to pin any unit the wytches can't assault, and then start using the Dark Lance on HQ/Monstrous Creatures/Tanks.
Sybarite Squad - Deploy forward, Move, Fleet of Foot and then deploy WWP on next turn. Then just move and shoot staying within 12" of the enemy to get rapid fire results. This unit can assault if required but can probably lay down more hurt by just shooting.
Sniper Squads (Dark Lances troops) - Priority Targets are enmey armor (tanks). Deploy in good los and don't ever move, they are completely expendable.
Raider Squad - Priority Targets for the squad are Land Speeders and flanking skirmishers. Priority Targets for the Raider are other tanks. This unit hangs at the edge of the flank and cherry picks.
Ravagers - Priority Targets are anything in range my guns but out of range and LOS of his guns. Ideally on one flank ganking his big guns or fast attack. The Night Shield adds +6" to enemy unit's effective range. Can also be used to kill/mop up anything that kills the snipers in CC.
Talos - Priority Targets are anything in range of assault especially if it's Marines (1d6 power fist/claw attacks!). Just avoid Demon Princes and Wraithlords.
All Raiders will target Tanks or high toughness, high armor save creatures/HQ's if possible.
The Raider/Ravager mobility can be used to stay out of CC and claim objectives for those armies that are uber CC (Wytch Cults, some Chaos, BT, etc).
WAR GEAR:
Shadow Field - 2+ inv save until it fails, then it's gone and the archon reverts to his 5+ normal save
Horrorfex - causes pin tests and counts as a defensive weapon
Night Shield - effectively adds 6" to enemy unit's range check against the Ravager (ie sit 19" from Bolters and not have to worry)
Destructor - flame template weapon with a random AP for each model hit (not each unit, each model)
Scissor Hands - auto wound on 2+ regardless of toughness
----------------
Roborks Uber Boyz*
Orks
HQ - 247
Robork Squigmuncha
+Mega Armour
+Kombi Skorcha
+More Dakka
+Shootier
+3 X Attack Squig
+Iron Gob
+Cybork Body
+Mega Boosta
Big Mek Karkaz
+Mega Armour
+Kustom ForceField
+More Dakka
+Shootier
Troops - 1605
Wenkerz Slugga Boyz
30x Boyz
+26 Slugga + Choppa
+3 Rokkit Launchas
+Nob
++Power Claw
++Slugga
Jenkz Slugga Boyz
30x Boyz
+26 Slugga + Choppa
+3 Rokkit Launchas
+Nob
++Power Claw
++Slugga
Faguz Slugga Boyz
30x Boyz
+26 Slugga + Choppa
+3 Rokkit Launchas
+Nob
++Power Claw
++Slugga
Fuzkor Slugga Boyz
30x Boyz
+26 Slugga + Choppa
+3 Rokkit Launchas
+Nob
++Power Claw
++Slugga
Krayzor Slugga Boyz
30x Boyz
+26 Slugga + Choppa
+3 Rokkit Launchas
+Nob
++Power Claw
++Slugga
Tactics:
Raaawr! Get Dem Oomies!!
(Charge for the win!)
Any squads over 12 essentially unbreakable. (Ork Mob Rule)
Every Squad has anti-tank capabilities and a Hidden power fist (29 meat shields)
Everything under kustom forcefield receives 5+ cover save. (6� of Big Mek)
150 Boyz – that’s a lot of meat