Please see [url=http://www.librarium-online.com/forums/t57616-40k-votewar-mkiii-info-thread.html]this thread[/URL] 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
Slaaneshi Battle-Group
Chaos Space Marines
Headquarters – 201 points
Chaos Lord Akuma:
Mark of Slaanesh; Darkblade; Combat Drugs; Daemonic Strength; Daemonic Aura; Doom Siren; Chaos Space Marine Bike; Furious Charge; Frag Grenades
Troops – 595 points
Daemonettes Pack – Six (6) daemons
Chaos Space Marines – Six (6) men
All have Mark of Slaanesh; Infiltrate
Four (4) armed with Bolt Pistol and CCW
One (1) armed with Blastmaster
One (1) Aspiring Champion: Bolt Pistol and Power Weapon
Chaos Space Marines – Six (6) men
All have Mark of Slaanesh; Infiltrate
Four (4) armed with Bolt Pistol and CCW
One (1) armed with Blastmaster
One (1) Aspiring Champion: Bolt Pistol and Power Weapon
Chaos Space Marines – Six (6) men
All have Mark of Slaanesh; Infiltrate
Four (4) armed with Bolt Pistol and CCW
One (1) armed with Blastmaster
One (1) Aspiring Champion: Bolt Pistol and Power Weapon
Fast Attack – 501 points
Slaaneshi Bike Squad – Five (5) men
All have Mark of Slaanesh; Frag Grenades; Furious Charge
One (1) with Doom Siren
One (1) Aspiring Champion: Daemonic Strength, Doom Siren, Power Weapon
Undivided Bike Squad - Five (5) Bikes
All have Mark of Chaos Undivided
Two (2) armed with Meltagun
One (1) Aspiring Champion: Power Fist
Heavy Support – 563 points
Chaos Space Marine Havocs – Six (6) men
All have Tank Hunters
Two (2) armed with Bolters
Four (4) armed with Autocannon
Chaos Space Marine Havocs – Six (6) men
All have Tank Hunters
Two (2) armed with Bolters
Four (4) armed with Missile Launcher
Chaos Havocs w/ bolter – Seven (7) Men
All have Mark of Chaos Undivided; Infiltrate
Two (2) armed with Bolters
Four (4) armed with Plasma Gun
One (1) Aspiring Champion: Bolter
Fluff:
Formerly a servant of Chaos Undivided, Lord Akuma attained daemonhood when he swore allegiance to Slaanesh. Slaanesh rewarded Akuma with a darkblade. The core of Akuma's army followed in his footsteps, but the rest of his servants still trusting their weapons above Akuma's new God. So long as the havocs pave "Prince" Akuma's path, he tolerates their worship of Chaos Undivided.
Tactics:
The whole army exists to get Akuma into close combat, but he does not have to survive to win the battle.
Each undivded unit is tailored for a different enemy.
Missile Launchers: Heavy Armor (AV 12+), Power-armored infantry
Autocannons: Light Armor, Terminators (Statistically more likely to kill these than any other heavy weapon, with 8 Str 6 shots), and 'Nid hordes.
Plasma Guns: Power Armor, Monstrous Creatures
Bike-mounted melta guns: Heavy Armor, dreads
Tthe plasma havocs and the three troop squads deploy close to the enemy, in cover, and let the plasma guns/blastmasters do the initial killing. The bikes turbo-boost, with the melta squad in front, to absorb casualties, while the havocs engage anything that could really hurt the bikes. By turn 2, Akuma should reach close combat and the troops simultaneously charge. The plasma havocs and the melta bikers deal with things Akuma cannot kill, esp. dreads, 'fexes, and heavy armor. With 3 doom sirens and Akuma's 6 str 8 attacks, Akuma's squad faces NO superior threats once in CC. They can take 'stealers and broodlords (yes that is play tested).
The daemonettes have 6 icons to choose from, so they go where trouble is.
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LOST AND THE DAMNED
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.