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Made in us
Regular Dakkanaut




HQ- 310 pts

Zardu Layak

Chaplain
Power Axe
Artificer Armor
Burning Lore
Refractor Field


Troops- 545 pts

Ashen Circle
10x Ashen Circle
2x power axes
Artificer Armor
Dark Channeling

Tactical Squad
20x Tacticals

Elites-1325 pts

Gal’vorbak
10 Gal’vorbak
Artificer Armor
Powerfist

Terminators
5 Tartaros
4 power axes
1 Chainfist
5 combi-plasma
Land Raider Phobos (armored ceramite, heavy bolter)

Terminators
5 Tartaros
4 power axes
1 Chainfist
5 combi-plasma
Land Raider Phobos (armored ceramite, heavy bolter)


Heavy Support- 370 pts

Spartan Assault Tank
Amored Ceremite
Flare Shield

Allies- 449 pts

HQ

Bel’Lakor

Troops

11 Pink Horrors


Tactics-
The list is a heavy assault list. The "centerpiece" is the spartan land raider with the chaplain, zardu layak, and all the gal'vorbak. These will likely be the targets of invisibility from Bel'Lakor.
With them are two land raiders with 5 terminators with combi-plasma, axes, and a chain fist.

There isnt much anti-air aside from just hoping for a six on las cannon shots.

Bel'Lakor is incredibly strong vs armor. The daemon prince can take out a spartan or even a super heavy in assault. He is also incredibly difficult to take out of the air with jinking + shrouded.

The ashen Circle start in reserve and ideally land on turn two just as the land raiders get to the fore front.

This message was edited 1 time. Last update was at 2017/04/03 23:25:47


 
   
Made in us
Moustache-twirling Princeps





PDX

Boarding Shield > Refractor

Defensive grenades, ftw.

Add Power Mauls to the GV. That is just hilarious.

That lone Tactical squad could use a Vexilla.

You are hurting for AA, as you noted. A single Primaris is going to bust your Spartan in one shot, so having something like a Deredeo (Skyfire, Interceptor) to nuke it on arrival is very useful.

I would say cut one Terminator squad to fit in that stuff. Should have more points to toss around and you don't really need more than the one Phobos and the Spartan.

You can then add more Power Axes to the AC. Maybe toss in an Apothecary for the Tac Squad, etc.

Just some thoughts.


   
Made in us
Fiery Bright Wizard






Idaho

he has a point that defensive grenades are good, but remember a boarding shield does cost you one axe swing, so if you go for it, you may as well up to fist.

It looks like your lacking on troops to hold objectives, since your circle and terminators wont want to sit still and camp on a spot for very long.

I'll never be able to repay CA for making GW realize that The Old World was a cash cow, left to die in a field.  
   
Made in us
Moustache-twirling Princeps





PDX

 Brennonjw wrote:
he has a point that defensive grenades are good, but remember a boarding shield does cost you one axe swing, so if you go for it, you may as well up to fist.

It looks like your lacking on troops to hold objectives, since your circle and terminators wont want to sit still and camp on a spot for very long.


To be fair, losing 1A to deny the enemy a whole bunch is worth it. I do agree, a Fist may be worthwhile.

And the Terminators are scoring, so he can go and take objectives from enemy camping units. In a ~5 turn game, that is about what they will do. 1-2 turns moving/positioning, turn for a charge and then back and forth a bit. Holding an objective for a turn or two is worth it, when the enemy may not have the tools to go take it and tangle with those Termies.

   
Made in us
Fiery Bright Wizard






Idaho

 em_en_oh_pee wrote:
 Brennonjw wrote:
he has a point that defensive grenades are good, but remember a boarding shield does cost you one axe swing, so if you go for it, you may as well up to fist.

It looks like your lacking on troops to hold objectives, since your circle and terminators wont want to sit still and camp on a spot for very long.


To be fair, losing 1A to deny the enemy a whole bunch is worth it. I do agree, a Fist may be worthwhile.

And the Terminators are scoring, so he can go and take objectives from enemy camping units. In a ~5 turn game, that is about what they will do. 1-2 turns moving/positioning, turn for a charge and then back and forth a bit. Holding an objective for a turn or two is worth it, when the enemy may not have the tools to go take it and tangle with those Termies.


true, but if he's shelling out for Raiders, it's less a game of 'position for a charge near the objective' and more one of 'lol punch 'em in the face!'

I'll never be able to repay CA for making GW realize that The Old World was a cash cow, left to die in a field.  
   
Made in us
Moustache-twirling Princeps





PDX

Naw, Raiders are cheap and reliable for TEQ. I think it makes plenty of sense for "charge near objective" with the added bonus of "lol punch 'em in the face!" though... he does have the GV unit for that!

   
 
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