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. All missions have the Infiltration, Deep Strike, and Victory Points special rules.
Mission Type - Recon
45th Graian Heavy Dragoons - (2 points)
Armoured Company
Headquarters – 260 points
Command Tank “Regatta of Violence”
Leman Russ Exterminator: Turret mounted Twin-linked Autocannon; Hull mounted Heavy Bolters; Heavy Bolter Sponsons; Pintle Heavy Stubber; Machine God’s Blessing.
Elites – 290 points
Tank Ace “Burning Spear”
Leman Russ Vanquisher: Turret mounted Vanquisher Cannon; Hull mounted Lascannon; Heavy Bolter sponsons; Machine God’s Blessing.
Troops – 570 points
Leman Russ Battle Tank “Matilda”
Leman Russ: Battle Cannon; Hull mounted Lascannon; Heavy Bolter Sponsons; Machine Gods Blessing
Leman Russ Battle Tank “Sgt. Bash”
Leman Russ: Battle Cannon; Hull mounted Lascannon; Heavy Bolter Sponsons; Machine Gods Blessing
Leman Russ Battle Tank “Hypnodisc”
Leman Russ: Battle Cannon; Hull mounted Lascannon; Heavy Bolter Sponsons; Machine Gods Blessing
Fast Attack – 310 points
Hellhound “Napalm”
Hellhound: Turret mounted Inferno Cannon; Hull mounted Heavy Bolter; Extra Armour
Hellhound “Grillornator”
Hellhound: Turret mounted Inferno Cannon; Hull mounted Heavy Bolter; Extra Armour
Sentinel “Flimsy”
Sentinel: Lascannon, Armoured crew compartment
Heavy Support – 420 points
Leman Russ Demolisher “Razor”
Leman Russ Demolisher: Turret mounted Demolisher Cannon; Hull mounted Lascannon; Plasma Cannon sponsons; Machine God’s Blessing
Leman Russ Demolisher “Sir Killalot”
Leman Russ Demolisher: Turret mounted Demolisher Cannon; Hull mounted Lascannon; Plasma Cannon sponsons; Machine God’s Blessing
Notes:
Machine Gods Blessing – Nullifies any armour modifying effects from Bright or Dark lances or blasters, etc.
Leman Russ Vanquisher – 96” range meltagun (basically) at BS4
Leman Russ Exterminator – Spits out 14 shots a turn at BS4.
All Russes AV14 and can cover each others flanks easily using cover to hide on turn 1
Referee's Note -
The rules for Armoured Companies can be found on the UK Games Workshop site, under the Chapter Approved Articles.
----------------------------------------
Flesh Tearers - 2nd Company under the command of Chaplain Megacles - (2 points)
Blood Angels Space Marines
Headquarters – 275 points
Master of Sanctity Chaplain Megacles – Automatically leads Death Company squad.
Thunder hammer; Terminator Honours; Jump Pack; Frag Grenades
D3+3 Death company
Elites – 486 points
Terminator Assault Squad Harmodius – Six (6) men
Three (3) armed with Thunder Hammer and Storm Shield
Three (3) armed with Pair of Lightning Claws.
Dreadnought “Crushinator”:
Extra Armour; Smoke Launchers; Assault Cannon; DCCW
Dreadnought “Harvester”:
Extra Armour; Smoke Launchers; Assault Cannon; DCCW; Venerable
Troops – 764 points
Tactical Squad Alpha – Eight (8) men
Six (6) armed with Bolters
One (1) armed with Meltagun
Sergeant: Power Fist and Bolt Pistol, Terminator Honours
Tactical Squad Beta – Eight (8) men
Six (6) armed with Bolters
One (1) armed with Meltagun
Sergeant: Power Fist and Bolt Pistol, Terminator Honours
Tactical Squad Gamma – Eight (8) men
Six (6) armed with Bolters
One (1) armed with Meltagun
Sergeant: Power Weapon and Bolt Pistol; Terminator Honours; Frag Grenades
Tactical Squad Delta – Eight (8) men
Six (6) armed with Bolters
One (1) armed with Meltagun
Sergeant: Power Weapon and Bolt Pistol; Terminator Honours; Frag Grenades
Scout Squad Epsilon – Eight (8) men
Seven (7) armed with Bolt Pistol and CCW
Sergeant: Power Weapon and Bolt Pistol; Terminator Honours; Teleport Homer; Frag Grenades
Fast attack – 160 points
Land Speeder Squadron “Shredder” – One (1) Land Speeder
One (1) armed with Heavy Bolter and Assault Cannon
Land Speeder Squadron “Harpy” – One (1) Land Speeder
One (1) armed with Heavy Bolter and Assault Cannon
Heavy Support – 163 points
Demolisher Cannon; Storm Bolter; Extra Armour; Power of the Machine Spirit; Smoke Launchers
All non-vehicle models automatically have furious charge
All Death Company models have Jump Packs.
Well, obviously tactics will change drastically depending on the amount of death company I get, but I’m expecting to get around seven or more death company, and I will put at least one sergeant in there to get a power fist or power weapon depending on which one suits the situation the best. The scouts will infiltrate close to the enemy, and hunker down in cover from the enemy. They’ll use their homer to draw the terminators down close, before diving forward from cover to tie up the units that could threaten the terminators – 21 strength 5 initiative 5 attacks plus 4 power weapon attacks with the same strength and initiative should do a fair amount of damage to anything that could threaten the terminators, and then they can consolidate into another unit and maybe tie that up. The terminators should hopefully be able to take some damage and then take out almost anything they run into. The death company and the chaplain will of course be another distraction to stop enemies totally annihilating the terminators when they come in, and the steamroller of the basic troops and sheer weight of meltaguns will lay the hurt down on anything with the help of blood rage. As for the dreadnoughts and the vindicator, they will lay down covering fire, the dreadnoughts advancing at the same time, taking out vehicles and heavy infantry. The LSTs will also deep strike down at some point and lay down some incredibly heavy cover fire which, when combined with the dreadnoughts, will result in a withering hail of assault cannon fire which can kill vehicles and infantry. The weapons being so versatile means they can turn their hands to either killing vehicles or infantry, and the sheer combat ability of everything means that they will be able to run up shooting and then charge to deliver the final deathblow.