Hi y'all. I'm new on the forum and decided to join, in order to be able to add some comments to the campaign.
I'm the Emperor's Emissaries player, and here's the armylist for the first battle. (Since Jupiter's list isn't all that complete.)
HQ
Sub-Prior Evander (equals a captain - He's second in command of my chapter.)
Terminator Armour
Thunder Hammer
Chainfist
Elites
Terminator squad (5 guys)
Cyclone launcher
1 chainfist
Troops
Tactical 1
Powerfist
Teleport Homer
Lascannon
Meltagun
Razorback with
TL lascannons
Tactical 2
Powerfist
Missile launcher
Plasmagun
Rhino
Tactical 3
Powerfist
Missile launcher
plasmagun
Rhino
Fast attack
Landspeeder (X3)
Multimelta & Assault cannon
Are used as three separate units.
Heavy support
Predator 1
Bolter sponsons
TL Lascannons
Predator 2
Bolter sponsons
TL Lascannons
For a total of 1745 points.
All in all, a solid list I think. Except it lacks a bit of firepower when confronted with two Landraiders.
The major part of my army consisted of the two tactical squads with rhino's, two landspeeders (in reserve) and a predator, which were deployed in the beginning. The rest of the army arrived on turn 4, as said before.
I forgot to roll for reserves on the second turn, which might have altered the game a bit.
An unlucky diceroll saw my teleport homers stuck in reserve, so no precision deepstriking for my Termies or my Landspeeders.
Kill count: 1 Landraider, 1Whirlwind and 1 Razorback destroyed. 16 Marines KIA, 2 Termies KIA .
Loss count: 1 Predator, 1 Razorback and 2 Landspeeders destroyed. 24 Marines KIA. 1 Landspeeder and 1 Predator Immobilised.
A narrow victory, but a victory none the less.
Lessons learned: Focus on softer targets, instead of wasting all my firepower on Landraiders.
Oh, and don't forget the mission objective.
On to the next battle!
Automatically Appended Next Post:
As for possible Kill-Team missions, I came up with the following rules.
Credits to the internet, I took bits and pieces from around the web and added some of my own modifications.
I'd like to get more specific, but if I do so this might get too detailed and every single army would have to be looked at specifically.
You can always spice things up and make your Kill-Team more characterized (Schaeffers' last chancers, anyone?), but that would require a specific set of rules and I just want to keep it basic.
KILL - TEAM
FOC:
A Kill-Team consists of:
0-1 Troop choice
0-1 Elite choice
0-1 Fast attack choice
Up to a maximum of 200 points.
Number/squad: Each squad numbers at least 5-10 models.
No HQ or Heavy Support Choices.
- Unit upgrades (sargeants, veterans,…) are allowed as normal.
- Heavy weapons, weapons upgrades,… are allowed as normal and as described in the codices.
- Each troop or elite unit may be split up into different sections of at least 2 models strong. E.g.: A unit of 5 imperial guardsmen can split up into a unit of 2 and a unit of 3.
- Vehicles may not be split up into different sections but operate following the rules specified in their codex - as such they'd operate as a squadron.
- Units are allowed to use the deep strike, scout and infiltration universal special rule if the mission allows them to do so.
- Vehicles may not have an
AV value over 12.
- Vehicles may use any upgrade as specified in the vehicle upgrade section of their codex.
Rules:
• Each section moves, shoots, and assaults as an individual unit
• Models can split their shots at different enemy models. (Say a
SM scout is firing a heavy bolter, it shoot at up to three things)
• Models in assault with more than one enemy model can split their attacks similar to the shooting rules
• Up to 3 sections may be given one of the following universal special rules: Counter-attack, Fearless, Fleet, Hit & Run, Move through cover, Night vision/acute senses, Preferred enemy, Relentless, Stealth, Tank Hunters, Turbo-boosters.
Defeat:
• Once a Kill Team loses half its number of models each surviving section must start taking leadership tests at the highest surviving member's leadership at the beginning of each turn with a -1 modifier on subsequent turns. Upon failing the test, the section makes a tactical retreat from the battlefield and is removed from play.
• Once a Kill Team loses half its number of sections each surviving section must start taking leadership tests at the highest surviving member’s leadership at the beginning of each turn with a -1 modifier on subsequent turns. Upon failing the test, the sectoin makes a tactical retreat from the battlefield and is removed from play.
• A Kill-Team also loses when it fails to achieve its specific mission objectives.
KILL – TEAM Adversary
The Kill-Team adversary may select up to 500 points from his codex, using the standard
FOC.
0-1
HQ choice
0-3 Troop choice
0-3 Elite choice
0-2 Fast attack choice
0-1 Heavy support choice (with a max AV13)
Any special modifications will be specified for each mission.