Battalion
HQ
Jumpack WG battle leader (TH/SS, wulfenstone, saga of wolfkin)
Jumpack Runepriest (force stave, armour of russ, smite, tempest wrath, living lightning)
TROOPS
5xintercessors (5xautobolt rifles)
5xintercessors(5xautobolt rifles)
5xintercessors (5xautobolt rifles)
ELITES
1xwulfen dread (wolf claw/blizzard shield,2xstorm bolters)
4xaggressors (4xboltstorm/frag launchers)
1xredemptor (double gatling, 2xstorm bolters, icarus)
FAST ATACK
3xsuppressors
HEAVY SUPPORT
3xeliminators (3xsnipers)
6xlongfangs (1xheavy bolter,4xplasma cannons)
FLYER
1xstormfang (2xlascannons,dual twin heavy bolters,helfrost)
1500 pts on the nose!!!
TACTIC
The tactic here is to create a moving firebase with reroll 1s to hit (with a cp from the redemptor) , reroll 1s to wound (from battle leader) and also have the runepriest shenanigans (chooser of the slain, -1 to hit stratagem, and mortal wounds output), while also being able to protect that firebase with 6" heroic intervention from my HQs (with armour of russ debuff ) against potential chargers. The moving firebase consists of the HQs, the redemptor, the wulfen dreadnought, the aggressors, the suppressors and the stormfang which will drop longfangs in a base objective and take position in the bubble of rerolls. In that way longfangs stay protected first turn and when they disembark they
use keen senses and wolf's eye (the heavy bolter is there as ablative wound and extra mortal wounds). Aggresors and intercessors can advance to keep up with the dreads and still shoot. The army has a melee counter punch with aggressors (lots of powerfist attacks+wulfenstone buff), dreadnoughts and the HQs. Longfangs and eliminators camp base objectives and shoot from distance.
The army has antitank shots (gunship, plasma cannons with rerolls, autocannons, melee attacks from dreads, aggressors, HQs)
Lots of anti-horde shots (45 shots from intercessors, aggressors, dreadnoughts)
Mortal wounds output (helfire shells, psychic powers, eliminators)
Multiple threats on the board
Thoughts???
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