Warning: Contains Fluff
This list is an appendage to
my painting blog, and I intend to take it to my first
GT in December. Alternate models are allowed, and the
TO advised me that the ‘rule of cool’ is in effect, so I’ve come up with what I hope is a strongly themed yet still somewhat competitive army.
This is not aiming to be an optimised list – to include all the coolest units with the most fun rules I have had to spend a lot of
CP – but it is still hopefully competitive and can be tweaked. Hopefully I get plenty of practice games in before the tournament, and I will be able to report back with my findings.
The Knight World of Eolian is divided into Houses, and within each house there are specialist warrior Castes. The House of Aeolus has three such Castes that wage war on it’s behalf.
Lion Caste [Patrol] - 0
CP
Regimental Doctrine: Lambdan Lions
The Lion Caste are the stormtroopers of the army, deployed via grav chutes from transport aircraft carrying heavy armour and special weapons.
Tempestor Prime [Warlord] 40 pts
Rod of command, Keys to the Armoury, Refractor Field Generator
Tempestous Command Squad 45 pts
4 scions with banner
Tempestous Scions 130pts
10 scions with 4 plasma guns
Tempestous Scions 130pts
10 scions with 4 melta guns
Tempestous Scions 110pts
10 scions with 4 hot shot volley guns
Lizard Caste [Battalion] – 3CP
Regimental Doctrine: Death Korps of Krieg
The Lizard Caste supply the bulk of the infantry, including assault troops with shotguns and deadly gas bombs. Their officers take the most hardened veterans on daring raids behind enemy lines mounted on giant lizards called Sandrunners.
Death Rider Commander 45pts
Death Rider Command Squad 60pts
4 riders
Field Marshall 35pts
Infantry Squad 60pts
10 troops with melta gun
Infantry Squad 60pts
10 troops with melta gun
Infantry Squad 60pts
10 troops with melta gun
Combat Engineers Squad 80pts
10 engineers
Combat Engineers Squad 80pts
10 engineers
Elephant Caste [Spearhead Detachment] – 3CP
Regimental Doctrine: Tallarn
The Elephant Caste provide the vehicles and heavy weapons and pride themselves on their excellent mobility in the field.
Tank Commander 200pts
Gatling cannon, heavy bolter, dozer blade*. Tank ace: Steel Commander
Leman Russ 165pts
Demolisher cannon, heavy bolter, dozer blade*
Leman Russ 165pts
Demolisher cannon, heavy bolter, dozer blade*
Heavy Weapons Squad 65pts
Missile launchers
Heavy Weapons Squad 65pts
Missile launchers
Chimera 75pts
Heavy Bolter
Chimera 75pts
Heavy Bolter
Scout Sentinels 105pts
3 sentinels
Scout Sentinels 105pts
3 sentinels
The Plan
Secondaries: Engage on all fronts, Scramblers, one kill mission dependant on enemy army composition.
Key Strategems: Grenadiers is deadly when combined with the combat engineer’s gas bombs. Gifts form the Mechanicus lets that hot shot volley gun unit do a few mortal wounds. Go! Recon! for really shifting those sentinels if needed. Crush Them! Combined with orders gives huge range to the leman russ if there is ever a reason to charge the enemy backfield objective (they have obsec so it’s not inconceivable). These are all 1
CP which is handy given I only start with 6.
Deployment and turn 1: Heavy weapons squads and infantry screen the backfield or hold the home objective. The scions use aerial drop to go into reserve, ready to deepstrike. The death riders can either go on flanking manoeuvers and try and charge the enemy home objective if it’s weakly held, or just force them to screen their backfield, or alternatively lurk about hiding and be a counter charge threat. The scout sentinels push up with the scout vehicle rule to provide a screen for the leman russ, who use orders to take some ground while maintaining a good rate of fire.
Combat engineers in chimeras sit in behind these, ideally on objectives.
Turn 2 and 3: The scions drop in for a special weapons party, with the tempestor giving out two orders, re-roll 1’s to hit and a 5+ invuln bubble. One squad stays back a turn if needed.
The scout sentinels and leman russ go out in a blaze of glory, having held half the board for half the game, and engineers pop out for some gas bombs vengeance on whoever killed them. If the chimeras ain’t dead, one or two of the infantry squads could use them as a refuge to carry on sitting those objectives.
Turn 4 and 5: too dependant on the board state to plan much further, it’s just a case of working out how to score the most points. Everybody’s probably dead or dyeing anyway.
Overall aim: have fun, win one game out of 5, and show off the army i’ve been working on this last year, which now has a cool theme.
Thanks for reading! Comments and suggestions welcome.
TLDR: all the great bits of guard in a spicy stew without a bullgryn or manticore in sight.
*yeah I know, but nothing says 'i'm not a min-maxer' like a dozer blade, and they are on the models. Same deal with the banners, plus they help identify each detachment for my opponent which is important.