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fredag 7 mars 2014

Maximum Raukaan!

So I wanted to try to maximize the benefits of Clan Raukaan in an army list. What they do is that they can put Dreadnoughts of any kind as Elite or Heavy, they can also field two techmarines for pretty much any HQ and three for a Master of the forge.

Now the Master of the forge also grants the ability to field dreads as elite/heavy but I brought one anyway because it fits the whole Iron hands theme, but you can just substitute him for something else. Altough in a shooty list the conversion beamer is pretty much the only long range weapon the HQ's can have.



Onto the list!

1 Captain with artificier armour, Traitors bane and a storm shield.
a five man Command squad with an apothecary and company champion, 3 grav-guns, riding in a Razorback.
This is my warlord in his sweet ride. Would have been nice to fit a Techmarine in the razorback as well, but he just won't fit!

1 Master of the forge with the conversion beamer and the Ironstone.
Sitting back and holding the line, repairing walkers and buffing their IWND, and blasting fools with the conversion beamer.

4 Techmarines, all with the Servo harness. I could go for 5 but I don't see it as necessary.
Sprinkle them around the army to repair vehicles, sticking some in the tactical squads to buff their combat abilities some with their weaponry and 2+ armour.

2 Dreads with assault cannons and power fists. following the Rhino or the captains razorback around as bodyguards.

2 Ironclad dreads in drop pods, with 2 hunter-killer missiles. Dropping down on the enemy to take out their heavy vehicles.

1 ten man sternguard veteran squad in a drop pod, loaded with combi-flamers and heavy flamer, dropping in on turn 2 or later to clean up infantry. (and allow me to alpha strike the two ironclads on turn 1)

3 nine man tactical squads, plasma gun and sitting in Rhinos. Nine in size so the Techmarines can fit in there.

1 Stormtalon gunship with Typhoon missile launcher. To come in and shoot stuff or provide AA support.

3 more dreads, two with twin-linked autocannons on both arms,  Venerable so they don't blow up as easy
and one of them with a missile launchers and plasma cannon for some blasting, extra armour to stop it from being stunned.


so that's 7 dread, 2 dropping down turn 1 to cause havoc and 5 to stand back and light the enemy up!
lots of techmarines to keep everything alive and a solid core of tactical marines in transports to take and hold objectives. The sternguards should help taking enemy held objectives as well!

Pretty gross. And to be honest, kind of one sided and boring to collect (unless you're REALLY into painting dreadnoughts) And if you want to go for a better shooty list I'd suggest thunderfire cannons, devestators and devestator centurions instead of all dreads.

For the emperor!

lördag 10 augusti 2013

Army List: 1000 pts of Orks

This is (unless I change my mind...again!) The list I will be playing with next week:

Warboss - Mega Armour, Attack Squig, Cybork Body, boss pole. = 130 pts

5 Nobs, 'Eavy Armour, 1 Power Klaw, 4 Big choppas, 5 Twin-linked Shootas, Waaagh Banner = 210 pts

1 Looted Tank, 2 rokkit launchas, red paint job. grot riggers, reinforced ram = 70 pts

30 shoota Boyz, 3 big shootas, Nob with Powerklaw+Boss pole, 'Eavy armor, shoota = 240 pts

2 Big gunz, Lobbas = 50 pts

Dakkajet, additional twin-linked supah shoota, flyboss, red paint job  =135

11 lootas - mek boy  = 165

1000 pts



As usual, my warboss and nobs go in the looted tank. The warboss got mega armour this time, I usually just go 'eavy armor and cybork body, and it's usually enough. But because of that Blood Angel librarian and his force staff I'm upgrading to lower chances of getting insta-killed.
The Nobs get some new gear as well, I usually just run all with 'eavy armour and one nob with a PK. This time they all get twin-linked shootas, and Big choppas (except the PK guy, he's solid). This will give them more firepower before an assault or in case they get assaulted somewhere down the line. And because the Warboss also has a twin-linked shoota, it'll be 12 s4 shots with re-rolls before the charge, that should put a tiny dent into whatever the target is. Especially if it's not MEQ's (marine equivalent).
They get one less attack in close combat though, so I might as well get em a big choppa then to make up for it. And a Waaagh-banner for +1 ws. On the charge with 5 nobs it'll still be 16 ws5, s7 attacks and 4 more which are ap2 and s9! And then you add the warboss to that mix with 6 attacks on the charge, ws6 because of the Waaagh-banner, s10, ap2 and they should chew through anything really. Heck I should win most challenges as well (I'm looking at you, Librarian!).

the Looted Tank got a slew of upgrades because I had a few points to spare. Normally I just give it two big shootas for fire support, and maybe a reinforced ram in case I need to go through terrain or 'Don't press dat' and involuntary go through it. This time I gave it 2 rokkits which could almost be better becaue the 2 big shootas normally don't do much, and this might at least take out an extra marine, or I could try to pop a tank or a transport to help my warboss out before an assault. Red paint job is nice because you really want to get stuck in, grot riggers can also help getting things moving again, unless it gets blown up first. Too bad it can't repair and start moving in the same turn...

I went full Waaagh-tard and brought 30 boyz this time, all with shootas and 3 big shootas for even more dakka, the Nob even got 'eavy armour because, again, I had points to spare. 

I'm also finally gonna try out the Lobbas, I read Ork Big Gunz are pretty good at lower points battles, and I'm generally just hoping for some fun with these guys. 

I was gonna try out another flyer, like the burna bomma, but since it's very anti (light) infantry focused, and everything else is as well... I'm gonna try it out some other time. Instead I brought the Dakkajet again, it's way more reliable, even if it only has s6 shots. (the other two planes can't even match that!)

11 lootas with a mek (10 lootas, 1 mek), for that 5+ cover save mostly. which is nice if you can't get it from the terrain in your deployment zone, and even if you can this just gives you some more freedom in the placement. I'm also a fan of the kustom mega-blasta, it's just too bad it doesn't have the same range as a Deff gun. but if thing get too close the lootas get to pack some extra punch to scare the enemy off with at least.


Taktikz

My Tactic is pretty Orky I suppose. Rush forward with covering dakka from the lootas, lobbas and the dakkajet. Get the Looted tank into the enemies tough guys, show them who's boss and then hopefully mop up everything that's left. 

thing that can go wrong, getting the looted tank stuck or blown up means foot slogging for da boss. which means a lot of incoming fire onto him and his nobs. Boyz alone won't save the day, their job is mainly to engage another unit to give the boss some space, and prevent stuff from getting to my fire support. 
Sure they can kill a lot of things, and put out a pretty insane amount of shots (54 shoota shots and 9 big shoota shots), and they're still good in close combat as well. One day I'm gonna do a whacky list and make a mob of 30 'Ard boyz (4 pts more per Boy, giving them a 4+ armour save), just for kicks. It will probably be a humongous waste of points.

We'll see, I need to try some less 'standard' lists soon. Because it's pretty fun to try out different lists!