Patrol Detachment
HQ
Primaris Chaplain on Bike
- Warlord
- Warlord Traits: Aura of Majesty, Resolve of the Bear [Warrior of Legend, 1CP]
- Relic: Pelt of Balewolf
Librarian
- Plasma Pistol
- Force Sword
- Jump Pack
- Relic: Armour of Russ [Relic of the Chapter, 1CP]
TROOPS
x5 Intercessor Squad
- Bolt Rifles
ELITES
x10 Wolf Guard
- x10 Jump Packs
- x9 Lightning Claws
- x1 Thunder Hammer (Pk Ldr)
- x10 Storm Shields
FAST ATTACK
x5 Thunderwolf Cavalry
- x1 Dual Lightning Claws (Pk Leader, Frost weapons) [Thane of the Retinue - 1CP]
- x2 Lightning Claw, Storm Shield
- x2 Thunder Hammer, Storm Shield
x5 Thunderwolf Cavalry
- x1 Dual Lightning Claws (Pk Leader)
- x2 Lightning Claw, Storm Shield
- x2 Thunder Hammer, Storm Shield
Vanguard Detachment [3CP]
HQ
Bjorn, the Fell Handed
- Multi-Melta
Iron Priest
- Helfrost Pistol + Tempest Hammer
- Master of the Forge
ELITES
Redemptor Dreadnought
- Macro Plasma Incinerator
- Icarus Rocket Pod
- Onslaught Gatling Cannon
Murderfang
Venerable Dreadnought
- Fenrisian Great Axe
- Blizzard Shield
TOTAL -- [1,999 pts]
Start with 6CP.
- Chaplain rides with the TW Cav on one flank. Buffs w/ LoH (RR Hits) and EoR (+1 to Wound rolls in melee), Aura of Majesty extends litanies to 9" so he'll stay within 3" of TW Cav but towards the center so his litanies can affect the WG as well. Relic makes him harder to kill in melee (-1 to Hit and Wound rolls). If he takes any wounds, then all friendlies within 6" gain 6+++ thanks to Resolve of the Bear saga.
- Librarian rides w/ Wolf Guard up the middle, anti-overwatch w/ Murderous Hurricane, protects WG with Storm Caller and Cloaked by the Storm Strat.
- Dreadnoughts and Iron Priest on the other flank, priest heals 3 each turn (instead of D3 bc of Master of the Forge). Redemptor and Venerable are core so Bjorn lets them RR Hit rolls of 1. They will lead w/ Bjorn and Murderfang <3" behind (protected by Look Out Sir since they're Characters w/ less than 10 wounds) and Iron Priest tucked in-between them.
Intercessors hold DZ Objective.
I've played several games already with one or two threats and they're always focused in Turn 1/2; built this list where everything is a threat.
Thoughts?
|