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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. All missions have the Infiltration, Deep Strike, and Victory Points special rules.
Mission Type - Take and Hold
Space Marines - (2 points)
Chapter traits:
Advantages -
Heed the Wisdom of the Ancients
Disadvantages -
We stand Alone
Headquarters – 86 points.
Master Commander:
Bolter, Power weapon
Elites – 390 points
Dreadnought:
Extra Armour, Assault Cannon, DCCW, Venerable
Dreadnought:
Extra Armour, Assault Cannon, DCCW, Venerable
Dreadnought:
Extra Armour, Assault Cannon, DCCW, Venerable
Troops – 324 points
Scout Squad – Six (6) men
Six (6) armed with Sniper Rifles
Scout Squad – Six (6) men.
Six (6) armed with Sniper Rifles
Scout Squad – Six (6) men.
Six (6) armed with Sniper Rifles
Heavy Support – 330 points
Dreadnought:
Extra Armour, Assault Cannon, DCCW
Dreadnought:
Extra Armour, Assault Cannon, DCCW
Dreadnought:
Extra Armour, Assault Cannon, DCCW
Fast Attack – 720 points
Land Speeder Squadron – Three (3) Landspeeder Tornados
Three (3) armed with Assault Cannons and Heavy bolters
Land Speeder Squadron – Three (3) Landspeeder Tornados
Three (3) armed with Assault Cannons and Heavy bolters
Land Speeder Squadron – Three (3) Landspeeder Tornados
Three (3) armed with Assault Cannons and Heavy bolters
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Tau - (2 points)
Headquarters - 216 points
Shas'O:
Plasma Rifle, Fusion Blaster, Multi Tracker
Shas'O:
Plasma Rifle, Fusion Blaster, Multi Tracker
Elites - 338 points
XV8 team leader:
Twin linked Fusion Blaster, Plasma Rifle, Hard-wired Multitracker
XV8 team leader:
Twin linked Fusion Blaster, Plasma Rifle, Hard-wired Multitracker
Stealth Team Squad – Six (6) men
Six (6) armed with Burst Cannons
Troops - 608 points
Fire Warriors Team – Twelve (12) men
Eleven (11) armed with Pulse Rifles
Shas'Ui: Pulse Rifle
Fire Warriors Team – Twelve (12) men
Eleven (11) armed with Pulse Rifles
Shas'Ui: Pulse Rifle
Fire Warriors Team – Twelve (12) men
Eleven (11) armed with Pulse Rifles
Shas'Ui: Pulse Rifle
Devilfish: Decoy Launchers; Burst Cannon
Kroot Carnivore Squad – Nineteen (19) men
Nineteen (19) armed with Kroot Rifles
Fast Attack – 192 points
Gun Drone Squadron - Eight (8) men
Eight (8) armed with Twin-linked Pulse Carbines
Gun Drone Squadron - Eight (8) men
Eight (8) armed with Twin-linked Pulse Carbines
Heavy Support - 495
Hammerhead:
Railgun, Two (2) Burst Cannons, Multi-Tracker, Decoy launchers
Hammerhead:
Railgun, Two (2) Burst Cannons, Multi-Tracker, Decoy launchers
Hammerhead:
Railgun, Two (2) Burst Cannons, Multi-Tracker, Decoy launchers
Tactics:
The non Devilfish equiped Firewarriors and the kroot are used as a firebase with the Devilfish & Firewarriors being used as a mobile reserve to either support the FW with firepower or to tank shock any units getting close, the DF can also be used to FOF or to take objectives.
The 2 Shas'O use the drone squads as protection using the full encirclement tactic, this allows them to hunt down armour and tough units while being reasonably safe from retaliation.
The other two XV8's hunt armour and all 4 XV8's help to distract fire as they cannot be ignored, being lone suits they help to dilute firepower as well.
The Stealths are a distraction and harrasment unit working on the flanks and are primarily infantry and HQ hunter.
The Hammerhaeds are primarily infantry hunters but can be used for armour.
The list works because it splits fire and is also hard to combat tactically having both mobile and strong static elements, it works well in escalation and also is strong at take and hold and both defensive and offensive tactical variations.
Mission Type - Take and Hold
Space Marines - (2 points)
Chapter traits:
Advantages -
Heed the Wisdom of the Ancients
Disadvantages -
We stand Alone
Headquarters – 86 points.
Master Commander:
Bolter, Power weapon
Elites – 390 points
Dreadnought:
Extra Armour, Assault Cannon, DCCW, Venerable
Dreadnought:
Extra Armour, Assault Cannon, DCCW, Venerable
Dreadnought:
Extra Armour, Assault Cannon, DCCW, Venerable
Troops – 324 points
Scout Squad – Six (6) men
Six (6) armed with Sniper Rifles
Scout Squad – Six (6) men.
Six (6) armed with Sniper Rifles
Scout Squad – Six (6) men.
Six (6) armed with Sniper Rifles
Heavy Support – 330 points
Dreadnought:
Extra Armour, Assault Cannon, DCCW
Dreadnought:
Extra Armour, Assault Cannon, DCCW
Dreadnought:
Extra Armour, Assault Cannon, DCCW
Fast Attack – 720 points
Land Speeder Squadron – Three (3) Landspeeder Tornados
Three (3) armed with Assault Cannons and Heavy bolters
Land Speeder Squadron – Three (3) Landspeeder Tornados
Three (3) armed with Assault Cannons and Heavy bolters
Land Speeder Squadron – Three (3) Landspeeder Tornados
Three (3) armed with Assault Cannons and Heavy bolters
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Tau - (2 points)
Headquarters - 216 points
Shas'O:
Plasma Rifle, Fusion Blaster, Multi Tracker
Shas'O:
Plasma Rifle, Fusion Blaster, Multi Tracker
Elites - 338 points
XV8 team leader:
Twin linked Fusion Blaster, Plasma Rifle, Hard-wired Multitracker
XV8 team leader:
Twin linked Fusion Blaster, Plasma Rifle, Hard-wired Multitracker
Stealth Team Squad – Six (6) men
Six (6) armed with Burst Cannons
Troops - 608 points
Fire Warriors Team – Twelve (12) men
Eleven (11) armed with Pulse Rifles
Shas'Ui: Pulse Rifle
Fire Warriors Team – Twelve (12) men
Eleven (11) armed with Pulse Rifles
Shas'Ui: Pulse Rifle
Fire Warriors Team – Twelve (12) men
Eleven (11) armed with Pulse Rifles
Shas'Ui: Pulse Rifle
Devilfish: Decoy Launchers; Burst Cannon
Kroot Carnivore Squad – Nineteen (19) men
Nineteen (19) armed with Kroot Rifles
Fast Attack – 192 points
Gun Drone Squadron - Eight (8) men
Eight (8) armed with Twin-linked Pulse Carbines
Gun Drone Squadron - Eight (8) men
Eight (8) armed with Twin-linked Pulse Carbines
Heavy Support - 495
Hammerhead:
Railgun, Two (2) Burst Cannons, Multi-Tracker, Decoy launchers
Hammerhead:
Railgun, Two (2) Burst Cannons, Multi-Tracker, Decoy launchers
Hammerhead:
Railgun, Two (2) Burst Cannons, Multi-Tracker, Decoy launchers
Tactics:
The non Devilfish equiped Firewarriors and the kroot are used as a firebase with the Devilfish & Firewarriors being used as a mobile reserve to either support the FW with firepower or to tank shock any units getting close, the DF can also be used to FOF or to take objectives.
The 2 Shas'O use the drone squads as protection using the full encirclement tactic, this allows them to hunt down armour and tough units while being reasonably safe from retaliation.
The other two XV8's hunt armour and all 4 XV8's help to distract fire as they cannot be ignored, being lone suits they help to dilute firepower as well.
The Stealths are a distraction and harrasment unit working on the flanks and are primarily infantry and HQ hunter.
The Hammerhaeds are primarily infantry hunters but can be used for armour.
The list works because it splits fire and is also hard to combat tactically having both mobile and strong static elements, it works well in escalation and also is strong at take and hold and both defensive and offensive tactical variations.