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***I am using the new points costs for units, but as my books haven't arrived some things may be incorrect. Please notify me of any issues. :)***

 

 

Primary Detachment

Rite of War - Primarch's Chosen

Mutable Tactics - Tank Hunters

 

HQ

 

Alpharius - 415pts

 

Master of Signal - 115pts

Artificer Armour

Refractor Field

 

 

Troops

 

Veteran Tac Squad (10 Men) - 200pts

Sniper & Outflank

Artificer Armour

2× Plasma Gun

 

Veteran Tac Squad (10 Men) - 200pts

Marksmen

Artificer Armour

2× Plasma Gun

 

Veteran Tac Squad (5 Men)- 150pts

Machine Killers

5× Combi-Melta

 

Veteran Tac Squad (5 Men) - 150pts

Machine Killers

5× Combi-Melta

 

Tac Support Squad (10 Men) - 185pts

Artificer Armour

10× Volkite Chargers

 

 

Elites

 

Quad Launcher Battery - 210pts

3× Quad Launcher

Shatter Shells

 

 

Fast Attack

 

Dreadclaw Drop Pod - 115pts

 

Dreadclaw Drop Pod - 115pts

 

Dreadclaw Drop Pod - 115pts

 

 

Heavy Support

 

Fire Raptor - 231pts

4× Hellstrike Missiles

Reaper Autocannon Batteries

Search Light

 

 

 

Allied Detachment

Provenances of War - Cult Horde, Tainted Flesh

 

HQ

 

Force Commander - 172pts

Iron Halo

Cyber-Familiar

Digital Laser

Mastercraft One Weapon

Power Axe

Bolt Pistol

 

 

Troops

 

Levy Squad (30 Men) - 62pts

Augmented Weapon

Pistols/CCWs

 

Levy Squad (30 Men) - 62pts

Augmented Weapon

Pistols/CCWs

 

Total = 2497pts

 

 

So, I wanted to make an infantry heavy list that could perform a decent alpha strike, and then keep on pummeling into turn 2.

 

The 2 Plasma Vet squads will outflank and try to pick off elite infantry or light vehicles with the extra movement form Alpharius.

 

The 2 Melta Vet squads and the Volkite Support squad will be in the dreadclaws, and whichever 2 touch down first will depend on the composition of the enemy's force.

 

The Quad Launchers will sit at the back with the Master of Signal, because BS5 and Preferred Enemy with Shatter Shells is glorious, or to add his own bombardment into the mix.

 

The Levy Squads will tie up dangerous enemies or swamp objectives and generally cause some mischief.

 

The fire raptor will target enemy flyers and light vehicles, of course.

 

And finally Ol' Alpharius himself could reveal himself turn 2 in one of the drop pod squads, but a turn 3 reveal offers a lot more squads for me to hide him in. Would it be better to swap something out for a proper close combat unit for him?

 

***Sorry for such a long sprawl of text, ignore it if you want :)***

 

So what do you guys and gals think? Good, bad, or terrible?

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