Hi,
I'm working on a new project and was looking for some feedback on a testing list. Now there are a couple of key principles behind the list which are worth considering before looking at the list.
1. I'm seeing less and less counter assault units in armies. This is something I want to exploit.
2. General army construction tends to be increasingly around high volume str7 with 'some' melta/heavy anti-tank. Most extreme in Necron av13 armies which are quite popular locally.
3. Carchardons have to be fast and have a significant close combat element.
4. I'm not interested in going full drop pod.
5. No spam is important (major local annual tournament rewards 0 duplication outside of standard troops).
HQ
Librarian, Unleash Rage, Shield of Sanguinius - 100
*Goes with the Death Company and acts as a mini chaplain (preferred enemy) who can also add protection from enemy shooting*
TROOPS
8 Death Company, 2 Power Fists, 1 Power Sword - 225
DT: Land Raider Redeemer, Extra Armour - 255
*There are relatively few things that will survive a charge from this unit, big unbreakable blobs should get mulched in two combats. They are even reliable at putting the hurt on enemy MCs*
10 Assault Marines, 2 Plasma Gun - 220
*Flexible scoring unit that adds ap2/str7. Can be used to engage weaker foes in h-t-h or play the anti-light armour role. Typically I see them deep striking OR cowering behind the redeemer as it advances.*
5 Assault Marines (lose jump packs), Flamer - 105
DT: Land Raider - 215
*Solid bunker for a scoring unit that can pump out reliable long range anti-tank/MC*
10 Scouts, Combi-Melta, Bolters, Camo Cloaks - 180
*Admittedly a slightly odd choice BUT the idea would be that putting early pressure on the opponent helps keep the weight off the rest of the army. They'll probably combat squad with the sergeant on a suicide melta duty. In case of facing drop pods - these guys form a bubble around the libby's raider getting a 4+ cover save (shield + camo) going to 3+ if needed (go-to-ground). With proper spacing they can protect from fusion blaster melta range by putting one scout within 6" and the rest of his squad in a line 2" from that model.*
HEAVY SUPPORT
Vindicator, Dozer Blade - 150
*Uses the bulk of the Redeemer to cover its side armour*
Predator, Lascannon Sponsons, Dozer Blade - 140
*With a 12" move it can pump out two lascannon round a turn at full Bs.*
ELITE
Furioso Dreadnought, Frag Cannon, retain meltagun, Drop Pod - 160
*Immediate first turn threat, more Av13. Puts the pressure straight on and forces the opponent to deal with it or the closing Redeemer*
=1750
Pros
- 2 x av14 and 3 x av13 hulls all carrying heavy duty weaponry.
- Relatively cost effective combat deathstar that can deal with almost any equivalent threat. One main exception being GK terminators (and maybe these wraithblades) but that's what the vindicator is for!
- Scoring unit protection from helldrakes.
- Decent amount of mobile long range fire support.
Cons
- No real answer to flyers. The principle will be that a rush across the board plus drop dred, DS assault marines and infiltrating scouts can cripple a flyer heavy army early on.
- The 25 scoring units aren't super durable.
- The scouts may be a bit rubbish.
- Exposing the warlord is a bit of a gamble. In games where the Death Company won't need preferred enemy support, he can stay in the raider.
Any thoughts?
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