Jump to content

Dream Team! Assemble!


The 13th Goat

Recommended Posts

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.

 

 

................not sure if serious.

9 Legions hey?...Right then.

 

Night Lords-Put the creepers up the enemy (No fear my ass)

Alpha Legion-Do their thing ;)

Blood Angels-Perform the bulk of combat/al roles

Emperors Children- Same as the BA

World Eaters- Add some punch (because several thousand super humans is not enough :P )

Iron Warriors- In case defences are needed

Raven Guard- Suport all fronts and act as a mobile reserve

White Scars- Rapid counter attaks

Iron Hands.-To man the walls

Ultramarines

Alpha Legion

Night Lords

Imperial Fists

Thousand Sons

Raven Guard

Salamanders

Space Wolves

Blood Angels

 

Ultramarines in command and providing huge numbers and extreme discipline to the core of the army.

Raven Guard and Alpha Legion sabotaging the hell out of the enemy forces.

Night Lords, Raven Guard and Alpha Legion dominate night fighting.

Imperial Fists to siege anything they need to crack, or to defend anything they need to defend.

Space Wolves and Salamanders for dominating close range fights.

Night Lords, Blood Angels, and Raven Guard for dropping right into the enemy and tearing them apart with rapid hit and run attacks.

Thousand Sons because they're FRIKKIN' MAGIC.

Night Lords

Alpha Legion

Raven Guard

White Scars

World Eaters

Blood Angels

 

Night Lords, Ravens, and Alphas head in first for some major disruption, sabotage, backstabbing, and fear causing. Then when the inflitration group has broken the enemy from the inside the Scars, Angels, and World Eaters come in, teaming up with the infiltration group for a hard, fast, smash in the teeth finish.

................not sure if serious.

 

 

Let's put it this way.. I wouldn't be surprised to read them beating everyone. Then come on here and see heaps of people liking it.

 

The only time space wolves have been embarrassed is that Huron story in the current chaos dex. The Dark eldar trolled them a little in their codex. Otherwise they win everything and are studio favourites.

 

If I ever read a book where they are portrayed as chumps I would rescind my opinion.

 

Also to the other guy, the executioners thing is in battle of the fang aswell, best you get use to it.

Speartip:

Luna Wolves

Blood Angels

Space Wolves

World Eaters

Salamanders

 

Defensive Manoeuvres:

Imperial Fists

Iron Warriors

 

Play Havoc on their minds

Thousand Sons

Night Lords

 

 

The Luna Wolves, Blood Angels, Space Wolves and World Eaters assault up front whilst the Salamanders flame everything to a crisp. Imperial Fists and Iron Warriors defend their position. Night Lords flank and scare the hell out of the enemy. Thousand Sons are dotted about everywhere using their magical powers to play havoc on the enemies minds.

Luna Wolves & Dark Angels - led by the two Primarchs with the best win-records (pre-heresy).

Space Wolves - there really is nothing these puppies can't kill.

Alpha Legion - your enemy won't know what's what.

Thousand Sons - in case the enemy tries any sorcerous jiggery-pokery.

Death Guard - they specialise in overcoming any environment; that's got to be useful, right?

Imperial Fists - build you the best fortifications ever and they'll bring the Phalanx.

Iron Warriors - so they aren't on the other side demolishing said fortifications. :HQ:

Ultramarines - er, there's a lot of them. Dare I say cannon fodder? :HQ:

 

To be honest the last four could probably be subbed out for any others. The Thousand Dark Alpha Wolves should be enough.

Ultramarines

Imperial Fists

Blood Angels

Salamanders

Raven Guard

Dark Angels

Space Wolves

White Scars

Iron Hands

 

Why? Because Those are the guys who won it. 9 other legions claimed superiority, and now hide in the warp.

Salamanders, Raven Guard and Iron Hands didn't really "win" anything. They just licked their wounds until at least The Scouring.

Blood Angels

Space Wolves

Luna Wolves

They do the assaulting.

 

Alpha Legion

Raven Guard

They mess up the enemy behind the lines.

 

Iron Warriors

Fortress? What Fortress? I just see a hole!

 

White Scars

Rapid Strikes at weaknesses in the enemy plan.

 

Night Lords

They scare the :) out of the enemy.

 

Death Guard

They take the tough environments.

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.