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Discussion Starter · #1 · (Edited)
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 - Recon

Deathwing “Mech” List
Dark Angels Deathwing

Headquarters – 601 points
Chapter Master:
Stubborn; Terminator Armour; Sword of Secrets; Thunder Hammer; Furious Charge

Reclusiarch Chaplain: (Joins with Terminator Command Squad)
Twin-lightning Claws; Terminator Armour; Furious Charge

Deathwing Terminator Command – Five (5) men
Entire unit has Furious Charge
Two (2) armed with Storm Bolter and Power Fist
Two (2) armed with Assault Cannons and Power Fist
Sergeant: Storm Bolter and Power Weapon

Troops – 480 points
Deathwing Assault squad – Five (5) men
Entire unit has Furious Charge
Four (4) armed with Lightning Claws
Sergeant: Thunder Hammer and Storm Shield

Deathwing Assault squad – Five (5) men
Entire unit has Furious Charge
Four (4) armed with Lightning Claws
Sergeant: Thunder Hammer and Storm Shield

Heavy Support – 769 points
Land Raider:
Twin Linked Heavy Bolter; Twin Linked Lascannon Sponsons; Power of the Machine Spirit

Land Raider:
Twin Linked Heavy Bolter; Twin Linked Lascannon Sponsons; Power of the Machine Spirit

Land Raider Crusader:
Twin-linked Assault Cannon; Multi-Melta; Hurricane Bolter Sponsons; Smoke Launchers; Searchlight, Extra Armour

Tactics:
Land Raiders move up 6” and fire their payload, the Crusader moves straight forward as far as possible and fires smoke launchers. Next turn, the big command squad dumps its payload of massive slaughter and ties up as many units as possible. Next turn, the other Land Raiders move up and add in their attacks. Not much can stand up to 32 S5 power weapon attacks that re-roll to wound. The thunderhammers are a just-in-case measure. With all the furious-charge powerfists, multi-melta and assault cannons, enemy vehicles shouldn’t be a problem. And since these guys will be outnumbered, they’ll have to concentrate their attacks and move on. The Land Raiders also make good LOS blockers.


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45th Graian Heavy Dragoons
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.
 

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i vote armored company

-the dethwing list woud just get its raiders blown on the first turn, and then have to walk through a withering hail of fire across the board.
 

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the land raiders would get blown almost instantly and then the terminators would be thoroughly screwed, since if they even got near a tank, it could just scoot away. 2 assault cannons isn't going to be enough, especially with those demolisher cannons

I vote armored company
 

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Yeah, umm, the assault termies are aoutomatically wasted because they really don't have anything to destroy... and they're facing 2 demolisher cannons...

Not much else to say...

Armoured Company
 

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Armoured Company

The Land Raiders will go splat pretty quickly, because of the Lascannons and demolisher cannons. meanwhile, the rest of the army will have a very hard time of doing anything at all. Although, the Lascannons from the land raiders could destroy something...
 

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Land Raiders arent an Armoured companys favourite opponent.

However 2 Demolishers and a pure pwnage Vanqisher plus the simple out ranging of the DW leave me to believe that AC will win. Too many of the terminators are useless. WHERES THE CHAINFIST?

Armoured Company
 

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Wings of Doom said:
However 2 Demolishers and a pure pwnage Vanqisher plus the simple out ranging of the DW leave me to believe that AC will win. Too many of the terminators are useless. WHERES THE CHAINFIST?
In the defense of not usign chainfists, if I ever see some chainfists or weapons that could blow up my vehicles, I'm probably going to move my vehicle over 6", so it can only be hit on a 6.
 

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6 Lascannons= no enemy tanks.
Armored Company
 

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Hmm. Yes the land Raiders will die, but they can take out Leman Russes and the like as well. I don't think that it is as cut and dried as it may seem. While there are no chain fists, there are thunderhammers which are good enough to silence a tank for a turn, and if the Deathwing can get to rear or side armour their chances aren't bad. And with a potential 15" in deployment zones the Deathwing will start off closer than the Armoured company might want.



However, the Demolishers clinch the deal for me since they can pieplate terminators. The rest of the battle cannons aren't such a big deal as they are only AP3. If the DW player is smart they'll advance up a flank using the Land Raiders to shield the Terminators from shots on the way in. Ie: Make a wall of Land Raider and walk up on the one side of it, which will work fine even if the Land Raiders become wreckage. But in the long run, the AC will win due to sheer numbers of units if nothing else. Strange battle where AC are the majority.

AC for the mission.


I have no idea what either an 'unfluffy' AC or Deathwing army would consist of since they are both so limited in choice.
 

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As has been repeated, the AC will rip through the raiders pretty quick. Thats 769 pts down the drain. 17 models can do next to nothing to these tanks.

I vote for AC.

Also, the DW army is very unbalanced, even for a DW army... :wacko:

So AC for fluff as well.
 
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