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Made in us
Regular Dakkanaut





So after flip flopping back and forth between various armies to take to this years GT, I finally settled on Alpha Legion after a particulalry inspiring DOW battle. Whats more, I decided to base my army on the DOW game itself. I have (for the most part) stuck with the restrictions on options and weapons that are imposed by the game. So here is the current list breakdown.

Lord Bale - Chaos lord, MoU, Inf, BP, Manreaper (dark blade), and teleport homer - 101

2 Obliterators-140

5 Possessed, MoU, Talons - 140

7 Alpha Marines-MoU, Inf, 2 x flamer
- aspiring champ, PF - 152

7 Alpha Marines-MoU, Inf, Heavy Bolter
- aspiring champ, PF - 145

7 Alpha Marines-MoU, Inf, 2 x plasma guns-132

7 Alpha Marines-MoU, Inf, plasmagun, missile launcher -132

10 Cultists-assassins, MoU, Champion -75

10 Cultists-assassins, MoU, Champion -75

5 Raptors, MoU, Inf, 3 x flamers,
- aspiring champ, PF -200

7 Alpha Marine Havocs MoU, Inf, 4 x Heavy Bolters - 172

7 Alpha Marine Havocs MoU, Inf, 4 x plasma guns-172

7 Alpha Marine Havocs MoU, Inf, Tank Hunters, 4 x Missile launchers -213

So there it is. I was stuck with the Heavy bolter and missile launcher for heavy weapons and the plasmas/flamers for my specials. I would love some autocannons, but have decided to leave them out for fluff sake. I did break with fluff on three occasions. 1) teleport homer. Of course in the game teleporters didn't scatter. 2) Cult champions - In the game they had csm aspiring champions like Latd. If I could have taken them instead I would have in a second. 3) tank hunters - no such DOW skill. I took it because I felt I needed a little more anti-tank.

I have playtested it a couple times and it has done well for me. I am getting better each time as I learn how to play with a all infiltrating (except the posessed) force. Any tips or suggestionson army comp or tactics?

Thanks
SoS

My game is just as good as their game and saner by reason of its size. Here is War, done down to rational proportions, and yet out of the way of mankind...
H.G.Wells 
   
Made in us
Regular Dakkanaut





I got in my first game with this list today and what an absolute slaughter it was. We were playing gamma level Seek and Destroy He was playing Orks. He had the following;
Warboss- choppa slugga, cybork body

painboss- choppa slugga 2 grot orderlies
7 cyborks all in truk BS

8 commandos, burna, nob klaw

20 flash gitz 4 bs nob bs

21 slugga boyz 3 rokkits, nob klaw

10 burna boyz 4 burnas, Mekboy KFF, 3 oilers

20 grots, slaver squighound BS

10 trukk(bs) boyz, burna nob klaw

10 trukk(bs) boyz, burna nob klaw

2 killa kans armour plates

2 killa kans armour plates

looted Demoliser with heavy bolter, Grot riggers, armour plates,

I had to deploy first and stuck the possessed down in my left flank behind a rock formation. Foolishly I let everyone use infiltrate. This gave him pretty much freedom to put nearly everything the full 15 inches foward. However my folly really came into play when he won the roll off for infiltrators and placed his commandos in a conga line right in the middle of the table about 15 inches in. I now had to deploy my army in either corner.

His deployment had the demolisher front and center, two kans to either side, followed up by the burna boyz. to his right he had the grots/slugga boyz, and the cyborks to his left the flash gitz and 2 trukk boyz mobs.

I decided to deploy in my left flank away from the trukk boyz and about 33 inches from the demolisher. Talk about crowded. My entire army was nearly base to base. There was a little room to spread out, but not much. This would turn out to be a great benefit to me.

Basically I had enough room for my havocs to pay for themselves many times over. my first priority was the trukks, I knew how bad cyborks were and really didn't want them in my lines. I was also worried about the slugga boyz. they would easily be able to charge 2-3 units at a time and the close combat would block nearly all of the armies shots. My havocs peppered trukks when the could see them, kans when they couldn't. His shooting was largly ineffective, the demolisher out of range or being stunned once it closed. I tried to fire at the slugga boyz but the grots screened save most of the shots I put at them. Unfortuantly the one shot I had at the unit with my heavy bolter failed their target priority and blasted grots instead, however, I was only able to see a handful, and one of them was the slaver. this saved my bacon in the end.

As the slugga boyz got within pistolrange and a sure charge next turn, I advanced my cultists. They charged into the grots and with their furious charge, wiped them out. The orks charged them next turn and unsurprisingly wiped them out in short order. however this still left him about 7 inches from my lines and a miserable 2 massacre consolidation meanthe was in for a hot time in my turn. Literally. The raptors jumped over the boyz and the 2 flamer squad advanced right up to them. five flamers and a half dozen bolters later the smell of fried ork filled the battlefield.

At this point he conceeded even though it was only the 4th turn. His demolisher hadn't gotten a shot off and likely wasn't going to, both trukk boy squads/trukks were gone, two kans had died and the other two were gimped. The burna boyz were under %50 as were the cyborks. the only intact unit was the flash gitz, and they were seriously outgunned. We didn't bother with vps as it was obviously going about 3000 vps for me and a whopping 95 vps for him. He managed to kill 10 cultists, a possessed, and lone alpha legion guy. If the game had gone on, I doubt he would have had anyone else left.

What did I learn. 1) deploy more then a single unit if they have infiltrators, you can get seriously restricted zones if you are not careful. 2)Concentrated forces and focused fire are keys to winning with infiltrators.

Next up Tau.

SoS

My game is just as good as their game and saner by reason of its size. Here is War, done down to rational proportions, and yet out of the way of mankind...
H.G.Wells 
   
 
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