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So I'm looking to start a Siege Regiment list to complement my DKoK Assault Brigade as a long-ish term project. I'm going to try and make it competitive enough to run for a couple tournies, and still fit the theme of a WW1 artillery gunline/infantry horde in terms of look and feel without getting into the stuff some find objectionable about the list (massed thudd guns, allied psykers, etc)
HQ:
Company Command Squad, mandatory Regimental Standard, Vox, Flamer - 110
Elites:
Rapier Laser Destroyer x 3 - 135
Rapier Laser Destroyer x 3 - 135
Rapier Laser Destroyer x 3 - 135
Troops:
Platoon Command Squad, 2x Grenade Launcher, Vox - 65
Infantry Squad, Flamer, Vox - 80
Infantry Squad, Flamer, Vox - 80
Infantry Squad, Grenade Launcher, Vox - 80
Heavy Weapons Squad, 3x Autocannon - 90
Platoon Command Squad, 2x Grenade Launcher, Vox - 65
Infantry Squad, Flamer, Vox - 80
Infantry Squad, Flamer, Vox - 80
Infantry Squad, Grenade Launcher, Vox - 80
Heavy Weapons Squad, 3x Autocannon - 90
Fast Attack:
Death Rider Squad (5man) - 85
Heavy Support:
Heavy Artillery Carriage, 2x Earthshaker - 150
Heavy Artillery Carriage, 2x Earthshaker - 150
Heavy Artillery Carriage, 2x Medusa, Bastion Breacher Shells - 210
Fortification:
Aegis Line w/Quad Gun - 100
So we've got some Big "Big Guns", some smaller "Guns" (the Rapiers), a mess of autocannons and a ton of infantry with grenade launchers and flamers.
Essentially the infantry are largely armed with whatever the models come with and lower end weaponry, largely to save on points and because they wouldn't get much out of more extensive weaponry anyway and their job is to body block stuff from getting to the big guns or just sit on objectives. Autocannons are there to supplement anti-light tank and provide some long range usable anti-infantry firepower. Death Riders are there because they look cool, I have a 5 man squad, had 85pts to spare and a Counter-assault unit couldn't hurt to have. Rapiers and Medusas are there for AT/anti-MC work, the Earthshakers for anti-infantry/supplemental AT. The largest threat I believe is going to be tough Deep Striking units that can hop in and either torch lots of the infantry on entry or resist lots of the return fire to engage in assaults the following turn.
Thoughts?
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