Longtime Dakkanaut
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The CCS and the Lord Commissar keep the HWS's in line and firing efficiently with LD 10 morale/orders. The HWS's, along with the LR's and bassy, are the backbone of the gunline. The platoons screen and protect the HWS's and the pieplates and form the rest of the gunline, and with the PCS's can hold/take close objectives. The vets, stormies, hounds, and sents use their mobility, working together to cause havoc as far forward as possible.
Command 580
CCS (Powerfist, Plasma Pistol, Medi-pack/lasgun, Regimental Standard/lasgun, 2x Flamer, Astropath, OotF, MoO, 2x Bodyguards, Carapace)
-Chimera (turret heavy flamer, hull heavy flamer, storm bolter, dozer blade, extra armour)
Lord Commissar (Powerfist, Plasma Pistol, Carapace)
Ministorum Priest (Eviscerator)
Infantry 2914
Assault Platoon
PCS (meltabombs, powerfist, 4x flamer)
-Chimera (hull heavy flamer, storm bolter, dozer blade, extra armour)
Ministorum Priest (Shotgun)
Infantry Squad x 5 (flamers, mortars)
Heavy Weapons Squad x 3 (mortars)
Heavy Weapons Squad x 2 (heavy bolters)
Special Weapons Squad x 2 (flamers)
Fire Platoon
PCS (Boltgun, 2x grenade launchers, autocannon)
-Chimera (multlaser, hull heavy bolter, pintle heavy stubber, camo netting)
Infantry Squad x 3 (grenade launchers, autocannons)
Infantry Squad x 2 (sniper rifles, heavy bolters)
Heavy Weapons Squad x 5 (autocannons)
Special Weapons Squad x 2 (sniper rifles)
Heavy Platoon
PCS (boltgun, 2x grenade launcher, autocannon)
-Chimera (multilaser, hull heavy bolter, pintle heavy stubber, camo netting)
Infantry Squad x 3 (plasmaguns, lascannons)
Infantry Squad x 2 (grenade launchers, missile launchers)
Heavy Weapons Squad x 3 (lascannons)
Heavy Weapons Squad x 2 (missile launchers)
Special Weapons Squad x 2 (grenade launchers)
Armoured Detachtment 1765
Leman Russ Command Squadron
Leman Russ Demolisher (Pask, hull lascannon, plasma cannon sponsons, dozer blade, extra armour)
Leman Russ Demolisher x 2 (hull lascannon, plasma cannon sponsons, dozer blade, extra armour)
Leman Russ Support Squadron
Leman Russ Battle Tank x 3 (hull heavy bolters, sponson heavy bolters, camo netting)
Ordnance Battery
Griffon (enclosed crew compartment, camo netting)
Basilisk x 2 (enclosed crew compartment, camo netting)
Special Forces Platoon 1255
Recon Team
Veteran Squad (Harker, 3x sniper rifles, heavy bolter)
Veteran Squad (shotguns, 3x meltaguns, demolitions), Ministorum Priest (shotgun)
-Chimera (hull heavy flamer, extra armour, dozer blade)
Grenadier Team
Veteran Squad (Bastonne, 3x plasmaguns, lascannon, grenadiers)
Storm Trooper Squad (10 man, boltgun, 2x plasmaguns)
Airborne Team
Storm Trooper Squad x 2 (plasma pistol, 2x meltaguns)
Mobile Support Element 798
Hellhound Squadron
Hellhound (hull heavy bolter, searchlight, extra armour, smoke)
Hellhound x 2 (hull heavy bolter, extra armour)
Scout Sentinel Squadron
Scout Sentinel (searchlight, smoke, camo netting)
Scout Sentinel x 2
Armoured Sentinel Squadorn
Armoured Sentinel (plasma cannon, searchlight, smoke)
Armoured Sentinel x 2 (plasma cannon)
Total: 8499
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Lord Commander in a Plush Chair
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CCS: drop the MoO or change the flamers into an AC. One option will not be firing(flamers need to get up close so the Chimera will be moving hence no MoO, and if it pillboxes the Flamers will not be in range). Actually just switch the Flamers to an AC make use of that BS4!
Take Pintle stubbers on all your Chimeras: +12" range, Same Str, -1AP, +1 shot.
Assault Platoon Infantry Squad: Lose the Mortars, you want these squads moving.
All non-mortar HWSs: I begrudgingly accept them in this list. You have the Target saturation to keep them alive for awhile(although t this level there will be plenty of Large Blasts/Apocalypse blast Markers to put huge holes in your gunlines)
Special Weapons Squad x 2 (flamers): unless they borrow the Heavy and Fire team PCS Chimeras, they will likely never make it to fire those flamers. They are a High Priority, Low count, squishy unit.
Infantry Squad x 2 (sniper rifles, heavy bolters) :Single BS3 Sniper Rifles are not going to do much of anything. If they stay alive they will only hit about 2-3 times, wounding once or twice, and getting saved at least once, so may force 1 pinning test. Take Grenade Launchers instead.
Special Weapons Squad x 2 (sniper rifles): To expensive for the job in question. You are Paying 50 points for 3 BS3 Snipers whereas for those 50 points you could have 5 Ratlings(which are BS4, and get extra goodies)
Veteran Squad (Harker, 3x sniper rifles, heavy bolter): the Heavy Nature Sniper rifles do not make the best use of Harker and his bonuses. Heavy Flamer and 2 Flamers work better.
Other than those tweaks I really like this list; and had I the money would put it together.
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