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 - Take and Hold
Dark Angels Strike Force. - (2 points)
Headquarters – 425 points
Epistolary Librarian:
Force Weapon, Bolt Pistol, Terminator Honours, Familiar, Frag Grenades, Iron Halo, Veil of Time; Fear of The Darkness
Command squad – Nine (9) men
All armed with Frag Grenades
Six (6) armed with Bolt Pistols and Chainswords
Two (2) armed with Melta Gun
Company Champion
Veteran sergeant: Powerfist and Bolt Pistol
Drop Pod
Troops – 540 points
Tactical Squad – Five (5) men
Four (4) armed with Bolters
One (1) armed with Lascannon
Tactical Squad – Five (5) men
Four (4) armed with Bolters
One (1) armed with Lascannon
Tactical Squad – (6) men
Four (4) armed with Bolters
One armed with Plasma Cannon
One armed with Plasma Gun
Tactical Squad – (6) men
Four (4) armed with Bolters
One armed with Plasma Cannon
One armed with Plasma Gun
Tactical Squad – (6) men
Four (4) armed with Bolters
One armed with Plasma Cannon
One armed with Plasma Gun
Fast Attack – 480 points
Ravenwing Landspeeder Squadron – Two (2) Landspeeder Tornados
Two (2) armed with Assault Cannons and Heavy Bolters
Ravenwing Landspeeder Squadron – Two (2) Landspeeder Tornados
Two (2) armed with Assault Cannons and Heavy Bolters
Ravenwing Landspeeder Squadron – Two (2) Landspeeder Tornados
Two (2) armed with Assault Cannons and Heavy Bolters
Heavy Support – 400 points
Devastators Squad – Seven (7) men
Three (3) armed with Bolters
Three (4) armed with Missile Launchers
Devastators Squad – Seven (7) men
Three (3) armed with Bolters
Three (4) armed with Missile Launchers
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LOST AND THE DAMNED - (4 points)
Headquarters – 203 points
Arch Heretic (Carthas the Skull-taker)
Kai Gun; Power sword
Aspiring Champion Ratbad the Coward (Attached to Mutant Squad)
Powerfist, bolt pistol, daemonic mutation, daemonic visage
Aspiring Champion Sargus the Sly (Attached to Mutant Squad)
Powerfist, bolt pistol, daemonic mutation, daemonic visage
Elites - 482pts
Daemonettes pack – Nine (9) daemons
Flamers of Tzeentch pack – Nine (9) daemons
Obliterator Cult – Two (2) men
Troops – 620 points
Mutants squad – Twenty eight (28) men
Entire squad armed with Frag Grenades.
Twenty three (23) armed with CCW
Two (2) armed with CCW and Icons
Two (2) armed with Flamer
Boss Ganthrash the Fast: Powerfist and CCW
Mutants squad – Twenty eight (28) men
Entire squad armed with Frag Grenades.
Twenty three (23) armed with CCW
Two (2) armed with CCW and Icons
Two (2) armed with Flamer
Boss Rothgar the Strong: Powerfist and CCW
Traitors quad – Five (5) men
Entire unit has Frag Grenades
Two (2) armed with Lasgun
One (1) armed with Lasgun and Icon
One (1) armed with Plasma Gun
Heavy weapons team armed with Missile Launcher
Traitors quad – Five (5) men
Entire unit has Frag Grenades
Two (2) armed with Lasgun
One (1) armed with Lasgun and Icon
One (1) armed with Plasma Gun
Heavy weapons team armed with Missile Launcher
Traitors quad – Five (5) men
Entire unit has Frag Grenades
Two (2) armed with Lasgun
One (1) armed with Lasgun and Icon
One (1) armed with Plasma Gun
Heavy weapons team armed with Missile Launcher
Fast Attack – 265 points
Furies pack – Ten (10) daemons
Hellhound Tank:
Inferno Cannon, Hull mounted Heavy Bolter
Heavy Support – 280 points
Leman Russ Tank:
Battlecannon, Hull Mounted Heavy Bolters; Sponson Heavy Bolters
Basilisk Tank:
Earthshaker Cannon; Indirect Fire; Hull mounted Heavy Bolter
Tactics
Traitors deploy in cover, preferably 18-24 in from oponent and generaly make a nusance of themselves their first priority is slowing down transports after that thinning down opponents troops as best they can.
Mutants move up the board to claim objective/ or engage with enemy troops, moving as a large mass. Mutants are kinda like inexpensive orcs without choppas if you're not familiar with them. . .
The Arch heretic & flamers shoot to thin out enemy numbers.
tanks job is also to thin out enemy numbers, but can assist with tank hunting in a pinch.
The obliterators are used as tank hunters, and will depending on the opponent deep strike in and go for a melta kill, or start on the bord and attack with lascannons.
Daemonettes attack the opponents expensive units, like HQ's, terminators, slow tanks ect.
Furies exist to tie up enemy lines, to keep units out of critical hth's or just block firing lines so that the rest of the army can safely make it to assault.
The key principal is many threats of various types. A close combat army is forced to come to my list and will have to play my game.
A balanced or shooty list will have difficult target priorites to make. Take out CC or shooting. Shooting is a problem now, CC is a big problem if not adressed in the earlier turns.
I consider this to be a balanced list, formidable in close combat, capable in shooting. It is a little slow, but it is not static. It can respond to changes in battlefield situations.