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Dream Team! Assemble!


The 13th Goat

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Ok, so I was coming home the other day and was thinking, "what would be the winning combination of Legions in a even, 9v9 battle. Same sizes, no deamon enhancements. Just 20'000 astartes and the Primarchs." I was also thinking about what to have for lunch. Think the former is a better topic for these boards. Suggestions on the latter are welcome!

 

SO, team winning and why? (Team NAMES encouraged!)

 

Mine, to get the ball rolling....

 

Team "Maul your face then drop ordanance on you head" aka Team "Friendly Fire"

 

Luna Wolves

Worldeaters

Space Wolves

White Scars

Iron Hands

Iron Warriors

Imperial Fists

Salamanders

Alpha Legion

 

Tactics

Luna Wolves, White Scars and Space Wolves focus on key points, supported by the Iron Warriors and Salamanders who trail their spear heads more methodically. Iron Warriors the follow and build quick emplacements to defend and supply ordenance support to allow for Spear tip and rearguard to retreat. Rinse and repeat. Imperial Fists fortify strategic points and defend, while Alpha Legion cause dissent and suppl information to the legions. Worldeaters unleashed to crush moral in local populuce and when in cases of extra support needed on the frontline.

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Ultramarines

Blood Angels

Luna Wolves

Imperial Fists

Iron Warriors

Space Wolves

White Scars

Thousand Sons

Alpha Legion

 

Luna Wolves and Blood Angels as the command.

Space Wolves and White Scars in the tricky battle fields.

Iron Warriors and Imperial Fists defending positions.

Thousand Sons causing psychic havoc.

Alpha Legion basically doing their thing.

Ultramarines supporting all positions.

 

Beat that.

Luna Wolves- Spear Tip

Blood Angels- Spear Tip

Ultramarines- Tactical Reserve

Imperial Fists- Hold the middle of the line against all opponents

Night Lords- Fear/terror in support units, infiltrators

Alpha Legion- misinformation/infiltrators

Death Guard- Hold the middle of the line against all opponents

Space Wolves- If you need an astartes dead, these are the ones to do it for you

White Scars- Flanks/Fast Take and Holds

 

Though I will be honest, give me the Blood Angels, the White Scars and the Imperial Fists, and I'm g2g!

 

-Siege

Alpha Legion

Night Lords

World Eaters

Luna Wolves

Iron Warriors

Imperial Fists

Raven Guard

Thousand Sons

Space Wolves

 

I had a huge text wall of explanation, but clicked spell check and it deleted everything...

 

Quick explanation.... This group would be able to break any fortification or defend a fortification uber well. Has great shock troops, leaders, psychic troops, siege engines, mobile units, is that your fellow trooper or Alpharious, and the wild card Space Wolves.

(Long time reader, first time poster :P )

 

I think I would roll the Death Guard and Ultramarines as the center.

With the White Scars and World Eaters in the assault lances. Followed by the Luna Wolves and Night Lords as a pincer attack.

Salamanders and Iron Warriors with a slow rolling artillery barrage on the enemies rear.

Emperor's Children (pre-Heresy), Ultramarines, Sons of Horus (pre-Heresy), Iron Warriors, and World Eaters.

 

World Eaters to destroy armies. Iron Warriors to destroy fortresses. Emperor's Children and Ultramarines to support them with their degree of excellence. Sons of Horus mostly for Horus - that is, to run the whole show.

Give me 100 Ultramarines.

 

 

Or failing that, give me 10'000 lesser Astartes.

 

To whom it may concern,

Bummer, man. There is no Legion worse than the Ultramarines. Best of luck with the hundred Smurfs you have on hand.

Signed,

The Emperor

 

:huh: Just kidding, guys, don't shoot me...

Give me 100 Ultramarines.

 

 

Or failing that, give me 10'000 lesser Astartes.

 

To whom it may concern,

Bummer, man. There is no Legion worse than the Ultramarines. Best of luck with the hundred Smurfs you have on hand.

Signed,

The Emperor

 

:lol: Just kidding, guys, don't shoot me...

 

Heretic :lol:

You guys are all far too unsubtle.

Team "the shadows in your shadows"

Alpha Legion

Raven Guard

Night Lords

World Eaters

Space Wolves

Luna Wolves

Blood Angels

Thousand Sons

Imperial Fists

 

Tactics: BA, LW, WE and SW form the main spear head, the World Eaters (and the Blood Claws) run rampant and the others provide support and obliterate whatever's left. The Alpha Legion and Raven Guard do their usual sneaky business, running amok behind enemy line, planting operatives in the enemies midst and generally adding to and using the fear effect of the Night Lords (who will conducting lightning fast hit and run assaults and generally just terrorizing the enemy). The Thousands Sons help out wherever their needed, helping the Nighg Lords conceal themselves then bombarding the enemy with magic to scare the enemy even more or backing up the main spearhead with their awesome magic powers. Finally, the Imperial Fists stay behind as a tactical reserve, quashing any resistance, fortifying strongholds and defencive positions and stepping in to help put if things go wrong (which they won't)

Team "Let put some real tactics into 40k shall we?"

 

--

 

 

Recon and disruption:

Alpha Legion

 

Speartip:

Luna Wolves - Overall command.

Thousand Sons

 

Bulwarks:

Imperial Fists

 

Reserve:

Ultramarines

 

Skirmish:

White Scars

Raven Guard

 

Tactics:

  • Alpha Legion drop first, well in advance of the main force, reporting back key positions and points of interest to the Legions that will drop in the Speartip - Alpha Legion role also includes assassination of key command structure targets, disruption to enemy communication, general sabotage as well as disruption to enemy reinforcement.

 

  • The Speartip - Luna Wolves and Thousand Sons, drop hard on to the main enemy force and other selected targets for maximum leathality.
  • The Imperial Fists are spilt and are placed on the flanks of the Speartip to guard against any flanking manouvers by the enemy, their stubborn nature is perfect for this.

 

  • The Ultramarines and held back in reserve and called forward to shore up any gaps or weak points in the Speartip or the flanks.

 

  • The White Scars and the Raven Guard are used as a fluid force, launching quick and devasting attacks at enemy weak points and flanks - quickly withdrawing and striking elsewhere - essential to tieing down enemy units.

Team Name: The Good Guys :devil:

 

Dark Angels

White Scars

Space Wolves

Imperial Fists

Blood Angels

Iron Hands

Ultramarines

Salamanders

Raven Guard

 

Strategy:

The force will be broken up into three sub-units of three. Two of these will make the main attack force, and the third will be held in reserve to act as a rapid-response reinforcement and breakthrough-exploitation force. Each of the three sub-units will have two Legions as its main force and the third as tactical reserves. This organisation will allow the force to react quickly to changes in the battle, as well as being able to dictate the flow of battle through application of overwhelming reserve force directed at the enemy's weaknesses.

 

Dividing the main attack force into two sub-units allows them to attack either as a unified front or as two seperate pincers as the battle requires. The same applies to each of the sub-units.

 

Sub-Unit 1: Main Attack Force:

Space Wolves

Imperial Fists (Sub-Unit Command)

Salamanders (Tactical Reserve)

 

Sub-Unit 2: Main Attack Force:

Dark Angels

Iron Hands

Ultramarines (Tactical Reserve, Overall Command)

 

Sub-Unit 3: Rapid-Response, Strategic Reserve:

White Scars

Blood Angels

Raven Guard (Tactical Reserve, Sub-Unit Command)

Luna Wolves - Overall command

 

Blood Angels + Space Wolves - Spear tip

 

Ultramarines - Reserve forces (just put them where they're needed most)

 

Alpha Legion - Military Intelligence

 

Imperial Fists - Fortification/Siegecraft

 

Night Lords + White Scars - Skirmishes/Hit and Run

 

Thousand Sons - Paint the battlefield rainbow

death gaurd as main assault.

emperor's children as main assault.

 

back up from ultra marine's.

counter assualt space wolves.

 

raven gaurd, night lords, alpha legion, disrupt behind enemy lines.

cause moral to drop, make sure there is a second front.

 

white scars, blood angels to out flank.

make sure there is a third flank.

 

main assualt will be a slow but deadly barrage of bolt shells.

ultra's back up where needed.

when in trouble call the wolves of fenris.

 

second plan of attack is to open a second front to split the emeny forces.

and to cause moral to drop, make sure no one makes it out alive, etc..

 

third plan is flank, for a nice third front in de enemys flank..

 

atin

Give me 100 Ultramarines.

 

 

Or failing that, give me 10'000 lesser Astartes.

 

To whom it may concern,

Bummer, man. There is no Legion worse than the Ultramarines. Best of luck with the hundred Smurfs you have on hand.

Signed,

The Emperor

 

:devil: Just kidding, guys, don't shoot me...

 

 

Hahah, i was just kidding anyway.

 

Im more of a Luna Wolves fan.

 

It was just a silly jab at the thread, because a Legion dream team basically means you take everyone, because then all the weaknesses are balanced out by another legion's strengths. Unless you're an Ultramarine, of course...

I'm a Yank so forgive the Baseball reference.

 

1st Base Imperial Fists - Siegecraft and Tactical Assault

2nd Base Word Bearers - Zealotry at its finest.

3rd Base Space Wolves - Everyone needs a home run hitter batting third. Transhuman dread?

Designated Hitter - Your power hitter, the guys you look to in a clutch moment - World Eaters

Shortstop - Ultramarines - typically your best players, team leaders.

Left Field - Sons of Horus - Your 40 homerun guys, all power and domination

Center Field - Thousand Sons - Warpcraft, Witchcraft, Wins!

Right Field - Death Guard - Was thinking Dark Angels but they can't stop fighting themselves.

Catcher - Alpha Legion - Team Captain and Bench Players in reserve.

  • 2 weeks later...

I bring only one legion, because I need only one legion.. Space Wolves.

 

 

Vs 9 legions you'll be outnumbered? Irrelevant, all lore depicts the Space Wolves as far superior to other marines in every way.

 

Psykers? Hah, the secret to being a psyker is being really superstitious and illiterate. Space Wolf warpcraft has no drawbacks.

 

Shooting? That's for old guys. Also Wolves shoot bolters one handed.

 

Assault? You done goofed champ, This is what the Wolves are good at, other legions are only pretending.

 

Stupid Savages? Naw its an act.

 

Taint? Canis Helix is a get out of chaos free card.

 

Primarchs? Executioners.

 

Night Fighting? Can see better then you and smell you.

 

Fear? Space Wolves are utterly terrifying. Ahriman pissed himself at the sight of a captain. The Night Lords wished they were this cool.

 

Ridiculous? Team PLOT ARMOR. Your soul is mine!

 

...

 

So yeah if your team doesn't have Space wolves on it roll a D6 on a 1-5 you automatically lose and are destroyed. On a 6 your legions suffer appalling casualties and you run away.

Space wolves

Any other legion ~(it makes no difference0

 

Space wolves go in an kill everything

Other legion goes in with note pad an pen to take notes on how to get a job done.

 

Dark Angel's

Space Wolf's

 

History has put paid the wolfs run around marking territory the Angel's get the job done.

 

Lap Dogs anybody.

Urgh, Space Wolf players are even more obnoxious than Ultramarine players! Ok let's take a closer look at your reasons;

 

I bring only one legion, because I need only one legion.. Space Wolves.

 

 

Vs 9 legions you'll be outnumbered? Irrelevant, all lore depicts the Space Wolves as far superior to other marines in every way.

 

Yes, in book's about the Space Wolves, they are superior to most things. Considering that mostly includes Ruberic Marines who hardly count as a fully functioning legion member. In Prospero Burns they get battered bloody, and although they win it was by no means easy. In fact you could argue that the Thousand Sons losing control of their powers (Dark Gods plan, maybe?) was the main reason they were successful in the first place. In no book is are they deemed superior to other astartes, as that would undermine the point of having other legions.

 

Psykers? Hah, the secret to being a psyker is being really superstitious and illiterate. Space Wolf warpcraft has no drawbacks.

 

Baring the cases where they become demonically possessed, like in Prospero Burns. The Space Wolves outlike is just another take on the warp, in the same way the Thousand Sons view it as a Great Ocean. There is no superiority in their abilities excluding the tabletop codex, which was clearly written by a Space Wolf fan boy that wanted to make a rediculously overpowered army.

 

Shooting? That's for old guys. Also Wolves shoot bolters one handed.

 

"at the cost of accuracy. However it suits their style of combat; quick into close combat range."

 

Any marine can fire a bolter one handed. Some consider accuracy slightly more important.

 

Assault? You done goofed champ, This is what the Wolves are good at, other legions are only pretending.

 

So we'll just ignore Legions like the Luna Wolves (infamous speartip), White Scars (fast attack specialists), Raven Guard (Guerilla Warfare specialists), Worldeaters (Monsters in CC) and Iron Hands (scary enough to force entire systems back into line by mere mention of their name).

 

Taint? Canis Helix is a get out of chaos free card.

 

Because becoming a jibbering, drooling wulfen is SO much better. This has been suggested before, and needs to be addressed; Space Wolves can (and have) fallen to Chaos. Get over it.

 

Primarchs? Executioners.

 

It is inferred ONCE, and you Wolf boys brand it around like its given fact. The Wolves may have been involved in the two passifications of the lost legions, but they were hardly the only ones their. As for Primarch killers, name one the have actually killed?

 

Night Fighting? Can see better then you and smell you.

 

And Dark Angels can see perfectly in the dark, more so than other Astartes. And that's codex official.

 

Fear? Space Wolves are utterly terrifying. Ahriman pissed himself at the sight of a captain. The Night Lords wished they were this cool.

 

Astartes don't fear. Ahriman and the other Thousand Sons feared what they would do, not them in person. He also shredded one of your Rune Priests with his powers.

 

So yeah if your team doesn't have Space wolves on it roll a D6 on a 1-5 you automatically lose and are destroyed. On a 6 your legions suffer appalling casualties and you run away.

 

Yes yes, I know this was a troll, but someone needs to keep you dog lovers in check. :)

Urgh, Space Wolf players are even more obnoxious than Ultramarine players! Ok let's take a closer look at your reasons;

 

I bring only one legion, because I need only one legion.. Space Wolves.

 

 

Vs 9 legions you'll be outnumbered? Irrelevant, all lore depicts the Space Wolves as far superior to other marines in every way.

 

Yes, in book's about the Space Wolves, they are superior to most things. Considering that mostly includes Ruberic Marines who hardly count as a fully functioning legion member. In Prospero Burns they get battered bloody, and although they win it was by no means easy. In fact you could argue that the Thousand Sons losing control of their powers (Dark Gods plan, maybe?) was the main reason they were successful in the first place. In no book is are they deemed superior to other astartes, as that would undermine the point of having other legions.

 

Psykers? Hah, the secret to being a psyker is being really superstitious and illiterate. Space Wolf warpcraft has no drawbacks.

 

Baring the cases where they become demonically possessed, like in Prospero Burns. The Space Wolves outlike is just another take on the warp, in the same way the Thousand Sons view it as a Great Ocean. There is no superiority in their abilities excluding the tabletop codex, which was clearly written by a Space Wolf fan boy that wanted to make a rediculously overpowered army.

 

Shooting? That's for old guys. Also Wolves shoot bolters one handed.

 

"at the cost of accuracy. However it suits their style of combat; quick into close combat range."

 

Any marine can fire a bolter one handed. Some consider accuracy slightly more important.

 

Assault? You done goofed champ, This is what the Wolves are good at, other legions are only pretending.

 

So we'll just ignore Legions like the Luna Wolves (infamous speartip), White Scars (fast attack specialists), Raven Guard (Guerilla Warfare specialists), Worldeaters (Monsters in CC) and Iron Hands (scary enough to force entire systems back into line by mere mention of their name).

 

Taint? Canis Helix is a get out of chaos free card.

 

Because becoming a jibbering, drooling wulfen is SO much better. This has been suggested before, and needs to be addressed; Space Wolves can (and have) fallen to Chaos. Get over it.

 

Primarchs? Executioners.

 

It is inferred ONCE, and you Wolf boys brand it around like its given fact. The Wolves may have been involved in the two passifications of the lost legions, but they were hardly the only ones their. As for Primarch killers, name one the have actually killed?

 

Night Fighting? Can see better then you and smell you.

 

And Dark Angels can see perfectly in the dark, more so than other Astartes. And that's codex official.

 

Fear? Space Wolves are utterly terrifying. Ahriman pissed himself at the sight of a captain. The Night Lords wished they were this cool.

 

Astartes don't fear. Ahriman and the other Thousand Sons feared what they would do, not them in person. He also shredded one of your Rune Priests with his powers.

 

So yeah if your team doesn't have Space wolves on it roll a D6 on a 1-5 you automatically lose and are destroyed. On a 6 your legions suffer appalling casualties and you run away.

 

Yes yes, I know this was a troll, but someone needs to keep you dog lovers in check. :)

 

Hmm Hmmm Ha HA HA.... ohhhh your in for it now never show or tell the wolfs there wrong it just leads to a p...... match.

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