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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. All missions have the Infiltration, Deep Strike, and Victory Points special rules.

Mission Type - Secure and Control

Craftworld Number (N)ine - (8 points)
Iyanden Craftworld

Headquarters
Farseer:
Jetbike, Fortune, Singing Spear

Elites
Warp Spiders – Five (5) men strong
Five (5) armed with Deathspinners

Troops
Wraithguard Unit – Six (6) men strong
Five (5) Wraithguard armed with Wraithcannons
One (1) Warlock
Wave Serpent: Spirit Stones; Twin-linked Starcannon

Wraithguard Unit – Six (6) men strong
Five (5) Wraithguard armed with Wraithcannons
One (1) Warlock
Wave Serpent: Spirit Stones; Twin-linked Starcannon

Wraithlord:
Two (2) Flamers; Starcannon

Wraithlord:
Two (2) Flamers; Starcannon

Fast Attack
Storm Guardians Squad – Five (5) men
Three (3) armed with Shuriken Catapult
Two (2) armed with Flamers
Mounted in a Falcon

Storm Guardians Squad – Five (5) men
Three (3) armed with Shuriken Catapult
Two (2) armed with Flamers
Mounted in a Falcon

Storm Guardians Squad – Five (5) men
Three (3) armed with Shuriken Catapult
Two (2) armed with Flamers
Mounted in a Falcon

Heavy Support -
Falcon:
Holo Field; Spirit Stones; Starcannon

Falcon:
Holo Field; Spirit Stones; Starcannon

Falcon:
Holo Field; Spirit Stones; Starcannon

Tactics:
Heavy Anti-Tank Summary
- x1 Singing Spear (S9+D6)
- x10 Wraithcannon (Auto-glance on 4+, penetrate on 5 or 6)
- x3 Pulse Laser

Light Anti-Tank / Anti-Infantry Summary
- x2 TL Starcannon
- x5 Starcannon
- x2 Shuriken Cannon
- x3 Pulse Laser
- x5 Deathspinner

Anti-Light Infantry / Horde Summary
- x6 Flamer
- x5 Deathspinner
- x1 TL Shuriken catapult

Strong, extremely resilient list. Very difficult to amass sufficient high S weaponry to take out 2 wraithlords, 2 wave serpents, and 3 falcons. Mobile use of wraithguard in serpents; equal strength regardless of armour values. Strength versus MEQ in firepower and defensiblity, strength versus hordes in evasion (high maneouverability) and attrition until safe situations, at which point flamer death squads can exploit templates for casualties.

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LOST AND THE DAMNED - (6 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.
 

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As much as I'd hate to admit it the Eldar are going to win this one.

This is why:
Mutants can squish anything that the eldar has in CC, (wrathlords would take time.), but how are they going to catch them? They're too slow to catch anything but the wrath stuff.

Traitors will be usefull but are in too small of numbers to survive many turns.

The daemons will likely catch a few things off guard, but that's again the wrath stuff.

The Eldar has plenty of weapons to take out the Lost's tanks within a few turns.

Conversly the Lost's anti-tank capability is not sufficient to take out 8 tanks.

My guess is that the Lost will kill everything out of a tank, likely a few tanks themselves, but will ultimatly loose as the rest of the tanks tear them apart a little each turn. It's too much armor and manuverability for this list to deal with. It will take several turns to wipe out the lost, but I'm afraid it will happen eventually.

edited for grammer and clarity.
 

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Hmm... I'm not voting on the mission right now, but I've got to say, that given the overfocus of this army on starcannons, I'm voting Lost and the Damned for fluff.
 

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Both armies are built to kill SM, but the eldar are better than the LatD at killing 5+ save units.

As for anti-tank, all the LatD really has is 2 ordnance weapons and 2 missile launchers... that's not going to work.

Eldar
 

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i vote eldar
-LATD basically have nothing to take down the tanks at all, and eldar have enough anti-horde. they don't even have to get out from tanks to win.
 

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Well that's 2 ordinance, 3 missile launcher, 2 lascannons(or melta if they get too close, heck the autocannon option warrents consideration too.), 3 plasma guns (might make a scratch.), and Daemonettes (the do great vs earthbound tanks). . .

This is just enough to get by against normal lists, but against a hover tank list, this just isn't gonna cut it. So your count is low, but you are in essence correct.
 
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