Tuesday 21 February 2023

Hjaltland LI operation.

 So last time I talked about the updates to the list and which units have changed or been removed and now it's changed again. After writing the last post and pondering a few options I have decided to go with most of those options, dropping a command squad, and changing the 4 infantry squads for 2 Cadian and 2 DKoK squads. The army now makes more sense and the way that it will (hopefully) operate will be a little closer to how it operated before. Below is the "final" 2000 point list that I will most likely run in games:


Platoon Command Squad: Platoon Commander, Master-Vox, Medi-pack, Regimental Standard, Heavy Flamer, Master of Ordnance, Officer of the Fleet, Ogryn Bodyguard

Platoon Command Squad: Platoon Commander, Grenade launcher, Flamer, Plasma gun, Sniper Rifle 

Platoon Command Squad: Platoon Commander, Grenade launcher, Flamer, Plasma gun, vox-caster

Primaris Psyker (X2)

Cadian squad: 2x flamer, voxhcaster (X2)

DKoK squad: plasma, 2x melta 

DKoK squad: voxhcaster, 2x grenade

Infantry Squad: Flamer, Vox-caster, Autocannon (x4)

Commissar

Regimental Preacher (X2)

Scout Sentinels (x3)

Field Ordnance Battery: 2x Bombast Field Gun

Field Ordnance Battery: 2x Malleus Rocket Launcher

Heavy Weapons Squad: 3x Missile launcher

Valkyrie

Vendetta Gunship 


Now, let's go through the various elements of the list. 

The main command squad, the one with MoO and OotF, and the non vox equipped command squad plus the 4 heavy weapons infantry squads and all the heavy support options sit at the back in my deployment zone early on, only pushing up later in game, say turn 3 onwards. In addition one of the psykers and preachers also remain back to give out buffs where necessary. This section form the anvil, the solid line of guns that pound the enemy by shear firepower. They will look to role up the field later in the game, once the other units have done their jobs. 

The second section formed of the last command squad and the Cadian squads, supported by the commissar, preacher and psyker will look to move up early game, at least turn 2 if not turn 1, and more in to the centre of the board, either to hunker down on an objective or harass the enemies units. 

The last section is the mobile part of the list, the two flyers and their DKoK cargo. These units are for either pinpoint drops in the enemy rear, character assassination or even late game objective grabbing. 

In addition to these sections the Sentinels will be stalking around. Their job is mainly pre and early game, pushing forward in deployment to push the deep strike bubble out as far as possible and also causing a distraction by grabbing objectives in the middle of the table or absorbing enemy fire.

In theory the game should play out something along these lines;

Deployment, sentinels push up to form a line in the middle table, pushing deep strike or enemy infiltrators back up the table, away from my lines.

Turn 1, base line units hammer away at anything and everything they can see or hit, doing maximum damage through Born Soldiers and orders (take aim or FRF,SRF). The Cadian section move up slightly, while also lending their lasguns to the fight. Sentinels hide if possible, keeping the deep strike bubble going. 

Turn 2, base line keeps firing. Cadians and sentinels push up in to the middle, taking objectives where possible and ensuring deep strike denial. Flyers drop on to the table and  start picking on high priority targets.

Turn 3, the base line starts to move up or pivot to start taking more board space. Cadians keep holding the midfield objectives. The flyers keep circling and picking on high priority targets. The DKoK may drop out to take back field objectives or character hunting.

Turn 4, moving to the end game and the base line continues pushing up the board, the cadians leave the midfield as the base line moves to take over l, and push up into the enemy deployment zone. The DKoK move to claim enemy home objectives. Flyers continue to circle and support.

Turn 5 and all remaining units move towards objectives and consolidate, hunkering down for the end 

And if it ever goes as simply and as well as that I will be delighted! However I suspect that things will not go according to plan very often and most of the time I will be having to react on the fly. In this case both the cadians and DKoK become counter punch units, moving or dropping in to fill holes or counter enemy movements.

I'm really looking forward to trying out this list and seeing how well it will work. 




No comments:

Post a Comment