So, I wrote about the upcoming tournament at the club recently and I thought that I would write up my list and my thoughts on how it will work. I'll warm you now, this is going to turn in to a long one, so brace yourselves!
The list works around 3 main elements, a static gunline section, a fast moving assault section and an armoured thrust. I'll go over the full plan later but first let's just run through the list (as it is copied from BattleScribe)
The overall force consists of two detachments, the first if a batallion;
Battalion Detachment - 83 PL, 12CP, 1,460pts
Regimental Doctrine: Valhallan
This portion contains the majority of the force, nearly three quarters of it and all the infantry units. Being as it's a 2000 point list, it provides a 12 command points. I have also decided to go for the Valhallan doctrine. This is for two reasons, firstly to make the Infantry more resilient, vehicles as well and secondly there's a cool relic. I could have gone with the standard Cadian, or even Vostroyan or possibly even Tallarn. Both are viable options, with Vostroyan giving valuable extra range and a very cool stratagem, allowing you to shoot at units your in combat with. Tallarn on the other hand enables you to move around a lot, constantly moving your army without having to worry about any penalties to shooting. However the relic and stratagem for Tallarn are useless for this army. In the end I went with Valhallan, mostly, as I said, because it helps a lot with morale, which can be a big thing. It means that the enemy will have to concentrate on one unit at a time right until its destroyed, rather than just peppering it and letting morale do the rest. Secondly, it makes vehicles very hard to get rid of, again they need reducing right down to just one or two wounds to reduce their effectiveness. The pistol relic is also good for morale. The stratagem is rubbish (send in the next wave) but we all know that. The stratagem on the other hand is rather good. Similar to the Vostroyan one but reversed, enabling you to shoot at units engaged in combat with other units. This means that you could put shots in from multiple units, rather than one depleted unit.
+ Stratagems +
Imperial Commander's Armoury [-1CP]: 1 additional Heirloom of Conquest
Next up is the the extra relic stratagem, giving me 2 relics in total. This is so that I can have the aforementioned pistol and another relic on my warlord.
+ Agents of the Imperium +
Inquisitor [4 PL, 70pts] Ordo Hereticus, Plasma pistol, Power maul, Psyker: Psychic Fortitude
The Inquisitor, the very basis of this list and the story behind it all. She's tooled up as well with plasma pistol and maul, meaning she can take care of herself should she need to. She's a psyker as well, mostly to help buff nearby units if needed, I don't really plan of getting in smite range very often.
+ HQ +
Company Commander [2 PL, 35pts] Relic: The Laurels of Command,WT: Bellowing Voice
Company Commander [2 PL, 37pts] Relic: Pietrov's Mk 45
Primaris Psyker [3 PL, 50pts] Nightshroud, Psychic Barrier
The command structure of the force and it's very basic. Two company commanders, to issue orders. The warlord with the Bellowing Voice trait to increase his orders range, plus with with the laurels of command relic, the second relic in the list, there could be some good orders combos going on, as Laurels let's you issue a second order to a unit. This commander will be sitting back with some elements of the force to form a firebase in support of the other elements. The second commander, with relic pistol will be pushing forward to take objectives as such. The primaris psyker will be hidden behind the super heavy, with the sole aim of trying to protect it, either by making it harder to hit or buffing it's save, which ever I think will be best at the time. He may occasionally smite but that will only be as a last resort.
+ Troops +
Infantry Squad [3 PL, 65pts] Flamer, Autocannon
Infantry Squad [3 PL, 65pts] Flamer Autocannon
Infantry Squad [3 PL, 55pts] Flamer
Infantry Squad [3 PL, 55pts] Flamer
Infantry Squad [3 PL, 55pts] Flamer
Infantry Squad [3 PL, 55pts] Flamer
6 infantry squads, 2 with autocannons, forming part of the firebase and providing protection for the vehicles. These will sit with the warlord and Inquisitor and remain pretty static for most of the game. The other 4 squads will be split, probably in to two units of two and push forward, one lot with the commander and one lot with the super heavy. They will be there to take and hold objectives or preform actions if needed. Realistically they probably won't provide much of the overall firepower in the list.
+ Elites +
Command Squad [2 PL, 64pts] 4x Plasma gun
Master of Ordnance [2 PL, 35pts]
Officer of the Fleet [2 PL, 25pts]
Ogryn Bodyguard [6 PL, 60pts] Bullgryn Maul, Bullgryn Plate, Slabshield
Platoon Commander [2 PL, 27pts] Bolt pistol
Veterans [5 PL, 102pts] Heavy flamer, 3x Meltagun
A very mixed bag here. The command squad, platoon commander and veterans will be loaded into flyers and will form the mobile element of the list, dropping in where and when they are required. With the melta and plasma, they should be able to deal with most things they encounter. The master of ordnance will be sitting with the heavy support in the firebase, providing rerolls and such, while the officer of the fleet will be pushing up with one of the other mobile forces to enable to flyers to get some rerolls as well. The last unit here is the Ogryn Bodyguard. This is a bit of a wild card unit, I'm not sure how it will play out but it will sit down with the warlord and Inquisitor and protect them or at least try to anyway.
+ Heavy Support +
Wyverns [8 PL, 135pts] Heavy Bolter,
Wyverns [8 PL, 135pts] Heavy Flamer
The wyverns, a firm fixture in most of my lists. These will sit in the firebase and just rain death on people and with the new rules, there's the chance of doing some real damage.
+ Flyer +
Valkyries [7 PL, 120pts] 2x Multiple Rocket Pods, Multi-laser,
Vendetta Gunship [12 PL, 215pts]
This forms the mobile element of my force, loaded up with vets and plasma command squad. These will take the fight to the enemy and generally be a pain to deal with. The Valkyrie should be able to put out a good amount of anti-armour as well, something that tends to be lacking in this list.
The final element of this list is the super heavy. This forms a quarter of the army and it's going to be a bullet magnet! It also costs me 3cp now!
Super-Heavy Auxiliary - 33 PL, -3CP, 540pts
Regimental Doctrine: Valhallan
+ Stratagems +
Tank Ace [-1CP]
I've put these bit together, as they don't make sense apart. Super heavies don't get regimental doctrines as a rule but with the Tank Ace stratagem, which costs a CP, you can make a superheavy a tank Ace and give them a trait, in this case, the Steadfast Leviathan, which gives the superheavy the full benefits of the doctrine, in this case doubling wounds when deciding on profiles. This means that you have to drop it to 6 wounds to get it off it's too profile, instead of 13, quite some difference.
+ Super-Heavy +
Hellhammer [33 PL, 540pts] Lascannon & Twin Heavy Flamer Sponson
The final price of the puzzle, the Hellhammer. This will be run up the table and force my opponent to deal with it. With the new rules for 9th, it will just keep on trundling up the table. Technically its got heavy bolters sponsors rather than flamers, but I'm hoping no one will mind.
++ Total: [116 PL, 7CP, 2,000pts] ++
So that's it, my full list, 2000 points on the nose, giving me 7cp. 7! God, what happened to my 22+ CP I'm use to! Overall I will have 12 but still. Anyway, I was going to talk through my plans for the list but I think this post has got long enough, so next time, how I plan to run my list.
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