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Drill Sergeant
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10,215 Posts
Discussion Starter #1
Objectives:
Eternal War: Crusade (Rulebook)

Mission:
Set up: Vanguard Strike

Board:


Tzeentch Daemons 2000 Points CAD


Ther'onx - Seer of Blood Battles
Lord of Change - (warlord) 2x Greater Rewards, ML3, Impossible Robe (320)


Herious - Keeper of Mortal Tears
Lord of Change - 2x Greater Rewards, ML3, Paradox (320)


Horrors of the Warp
Pink Horrors x13 - Iridescent Horror (122)


Phalanx of Chaos
Pink Horrors x13 - Iridescent Horror (122)


Plunderers of Eye
Pink Horrors x12 - Iridescent Horror (113)


Terrors of the Empyrean
Pink Horrors x12 - Iridescent Horror (113)


Tzeentch's Winged Swords
Screamers of Tzeentch x5 (125)


Screamers of Tzeentch x5 (125)


Screamers of Tzeentch x5 (125)


Z'thioun Siege Engine of Tzeentch
Soul Grinder of Tzeentch - Phlegm Bombardment (170)


In'sention War Engine of Tzeentch
Soul Grinder of Tzeentch - Phlegm Bombardment (170)


Quintonix Death Engine of Tzeentch
Soul Grinder of Tzeentch - Phlegm Bombardment (170)


1995 Points

VS



The 793rd Valhallan are often called The Red Tide by those they serve alongside. Led by Colenel Yuri "The Red" Smirnoffski, an unforgiving and utterly devout warrior, they embody the legendary tenacity of the Ice Warriror and have a reputation of getting the job done, no matter the cost. Spurred on by the fiery prayers of the priests, they march steadfastly into battle, knowing that they do their part and happily surrender their lives for the glory of the Imperium, What cannot be overcome by firepower, is drowned in a tide of blood, ground beneath the standard issue boots of the faithful.


HQ:
Colonel Yuri "The Red" Smirnoffski (Company Commander, Carapace Armour)
Company Command Squad (4 Vets, Officer of the Fleet, Master of Ordnance) - 105 points




TROOPS:
1st Platoon - 700 points


Platoon Command Squad [30 pts]
Infantry Squad 1 (Autocannon) [60 pts]
Infantry Squad 2 (Autocannon) [60 pts]
Infantry Squad 3 (Autocannon) [60 pts]
Infantry Squad 4 (Autocannon) [60 pts]
Conscripts (50) + Priest [175 pts]
Heavy Weapon Squad 1 (3 x Autocannon) [75 pts]
Heavy Weapon Squad 2 (3 x Autocannon) [75 pts]
Heavy Weapon Squad 3 (3 x Lascannon) [105 pts]




2nd Platoon - 730 points


Platoon Command Squad [30 pts]
Infantry Squad 1 (Autocannon) [60 pts]
Infantry Squad 2 (Autocannon) [60 pts]
Infantry Squad 3 (Autocannon) [60 pts]
Infantry Squad 4 (Autocannon) [60 pts]
Conscripts (50) + Priest [175 pts]
Heavy Weapon Squad 1 (3 x Autocannon) [75 pts]
Heavy Weapon Squad 2 (3 x Lascannon) [105 pts]
Heavy Weapon Squad 3 (3 x Lascannon) [105 pts]




3rd Platoon - 325 pts


Platoon Command Squad [30 pts]
Infantry Squad 1 (Autocannon) [60 pts]
Infantry Squad 2 (Autocannon) [60 pts]
Conscripts (50) + Priest [175 pts]




HEAVY SUPPORT
Hydra - 70 pts
Hydra - 70 pts


Total Pts: 2000




Numbers:
150 Conscripts
3 Priests
130 Guardsmen
3 Platoon Commanders
1 Company Commander
9 Lascannons
17 Autocannons
2 Hydras




Tactics:
The three Fearless Conscript squads with Priest (hiding in the back) move towards the midfield, looking to hold/contest objectives and tarpit any nasty units, while screening the heavy guns for as long as possible. As old Yuri The Red often says, "what can't be overcome by firepower will be won through faith and blood".
The Heavy Weapons Squads (all 6) bunker down together with good firelanes, bracketed by the Hydras. Surrounding them in a 2, 4, 4 formation are the Infantry Squads, castled up in a fairly classic denied flank deployment, with the command squads spaced in between to make as much use of Orders as possible. Target priority is pretty simple - biggest threat first and move down from there. Lascannons target heavy vehicles, Autocannons target light-med vehicles and any infantry, Hydras target fliers. Master of Ordnance takes potshots as he sees fit and the Officer of the Fleet plays for reserve denial.


Order wise, Company Commander makes judicious use of Bring It Down! and Fire on My Target!, with Get Back in the Fight used if needed. Platoon Commanders will use Take Aim! initially, and once the lasguns are in range, First Rank, Fire! Second Rank, Fire! before ordering them Forwards, for the Emperor! to keep the pressure up on attacking units/objectives.


 

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The sheer gulf in terms of fire power leads me to give this to Guard. The demons are going to get peppered to high hell and back and I just don't think they have the numbers/saves to be able to absorb the damage. Once on objectives the guard units will be pretty hard to shift as well.
 

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I am not sure about this. If the daemon player starts summoning like there's no tomorrow, he will get the win. If the guard is able to kill his units fast enough, he might have some chances. I'll go for a TIE
 

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On a number of levels I have to give this one to the Guard.

They outnumber the enemy: Good.
The board provides plenty of cover: Good for the Guard.
They have a small points advantage: Good.
Their real enemies are mostly large targets: Good.

Now as was mentioned above: if the enemy manage to summon spam enough the guard could be in for a world of hurt, but they have to have the sense to realize that and simply target the summoning units and blow them to kingdom coming's having left again.

Over all: advantage; Guard.
 
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