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Made in us
Ragin' Ork Dreadnought




This is an experimental TAC list with several of my armies, I wanted a chance to test-run a decked out Chapter Master, and give Inquisition a shot.

Fortifications:
Aegis Defense Line w/ Icarus Lascannon

Primary Detachment: Space Wolves:
Rune Priest - Chooser of the Slain

Grey Hunters - 10, 2 Meltaguns, Drop Pod
Grey Hunters - 10, 2 Meltaguns, Drop Pod

Thunderwolf Cavalry - 3, 1 w/ Thunder Hammer and Storm Shield

Long Fangs - 4 Missile Launchers
Long Fangs - 4 Plasma Cannons


Allied Detachment: Space Marines
Chapter Tactics: Iron Hands

Chapter Master - Shield Eternal, Thunder Hammer, Artificer Armor, Bike
Techmarine
Servitors - 3

Scouts - 5 Sniper Rifles and Camo Cloaks

Stormraven - Assault Cannons and Multi-Melta


Inquisitorial Detachment: Inquisitors:
Ordo Hereticus Inquisitor - Mastery Level 1, Psyccolum, Power Armor
Ordo Malleus Inquisitor - Mastery Level 1, 3 Servo-Skulls, Grimoire of True Names, Power Armor, Daemonblade, Nemesis Daemonhammer


Total: 1850


There are several different sets of unit synergy going on here. The Techmarine bolsters cover for the scouts, allowing them to get 2+ cover in Ruins or 3+ in Area Terrain, and they squat as objective holders. The Techmarine ALSO sits inside the Stormraven with the 3 Servitors, and between IWND and a 1+ Blessing of the Omnisiah roll, makes the Stormraven painfully hard to kill.

The Rune Priest, Inquisitors, and Long Fangs all sit behind the Aegis Line and make merry havoc. Between four rolls on the Divination chart, 3 Mastery Levels, and Psycollum, they have a crapload of damage modifiers. The Inquisitors also function as fairly effective body shields, and add some CC damage in case assault units get near. (For around 100 points each, inquisitors are frightening in Close Combat.) It won't be unlikely to get ignores cover, rerolls to hit, or BS10 (Pick any two for both units of Long Fangs). I might consider swapping out the Nemesis Daemonhammer for another Demonblade, (For a greater chance at getting buffs like EW, FNP, +3 Attacks, extra psychic powers, etc. Also, with the right rolls, a Demonblade causes the same damage as a Daemonhammer, but strikes at initiative.)

Meanwhile, the Chapter Master and the Long Fangs charge forward and hopefully cause a ton of damage in Close Combat. The Thunderwolf with a Thunder Hammer provides a little S10, they're super-durable, and of course the Chapter Master is ungodly hard to kill with 6+ FNP, It Will Not Die, T5, 2+ 3++ and 4 Wounds.

Lastly, the Grey Hunters aren't actual damage units. I intend to drop them at midfield or backfield objectives (They *can* take forward positions, but I'd like to avoid that since there's only two squads of them in an 1850 game.) If anything gets close they can dish out some pain, but they will try to avoid taking too much firepower where they can since, once again, I need them for scoring.


So, what do you think? The big weaknesses I'm seeing are a minimal amount of Scoring, (Though the Stormraven and Long Fangs can help in Big Guns Never Tire, and the TWC help in The Scouring). My LGS don't use Lords of War, so that shouldn't be an issue. And, worst comes to worst, I don't think it will be hard to force my enemies off of objectives, seeing as this list can deal out a crapload of damage.
   
 
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