Warhammer 40k Forum and Wargaming Forums banner
1 - 5 of 5 Posts

· Registered
Joined
·
6,314 Posts
Discussion Starter · #1 · (Edited)
Hokay, so here's the list I'm going to play at my next game:

--Primary Detachment--

Dark Angels Combined Arms Detachment

Azrael

Mortis Dreadnought - Twin Linked Autocannons

5x man Deathwing squad - Plasma Cannon, 3x Thunder Hammer/Storm Shield

5x man Deathwing squad - Plasma Cannon, 3x Thunder Hammer/Storm Shield

Astra Militarum Combined Arms Detachment

Company Command Squad - 2x Flamers, Chimera

Primaris Psyker - Force Axe, ML2

Primaris Psyker - Force Axe, ML2

Platoon Command Squad - Melta Gun

30x man Infantry Platoon - 3x Power Axes, 3x Autocannons, 3x Flamers

Veteran Squad - 2x Melta Guns, Heavy Flamer, Chimera

Veteran Squad - 2x Melta Guns, Heavy Flamer, Chimera

Leman Russ Demolisher - Heavy Bolter Sponsons (hull as well)

Inquisitorial Detachment

Ordo Xenos Inquisitor - ML1, Force Sword, Rad Grenades, 3x Servo Skulls, Liber Heresius

Azrael and the Inquisitor join the blob, Primaris Psykers each go with a Veteran Squad. Figure I'll go Divination for everyone, though I wish I could roll on Telepathy for the Primaris's. The Melta in the PCS is because I had an issue with Autocannons not wrecking a Rhino in my last game and the damn thing contested my victory away. Should have charged with the Power Axes...ah well. Also, 10 points filler. Plasma Cannons in the Deathwing squads because as much as I like Cyclone Missile Launchers that AP2 will pop Rhinos where even two good Krak Missile shots come up short. Plus they look fucking cool. I used to be nervous about fliers and didn't even paint my Autocannon arms with the Mortis I have completed, thinking I would always need S9 AP2 for Heldrakes.

Well. Let me tell you I don't give two fucks about Heldrakes any more. One maybe, but no dice on the two fucks given. Another drink for that small victory :drinks:

Anyway, the Autocannons will help a hell of a lot more with the dual flying Daemon Princes I now deal with on the regular. Little bastards think they can summon anything they want. All of the Chimeras ride together (duh) and the Demolisher will likely support the blob's flank, but depending on deployment might just ride up with the other tanks.

This list is pretty friggin' awesome far as I'm concerned and I'll post how she plays after the next time I get out (hopefully in the next week or so), but I would love to get some feedback beforehand. Thanks for reading! :good:
 

· Registered
Joined
·
74 Posts
Might I point out one small wrinkle? Does it not say that Azriel has to be your warlord in order for DW to be used as troops?
 

· Registered
Joined
·
6,314 Posts
Discussion Starter · #4 ·
This list faced a CSM list playing Big Guns Never Tire and I came out on top by ONE point. It was a hell of a game, deployment stupidity componded with terrain hobbled my advance. Points I am taking home with me:

1) The Liber Heresius was basically only used for the Scout move, but god DAMN it was nice to use with a 30 man blob. I had first turn and this let me maneuver my Autocannons into an almost clear LoS. Plus it let me play them very aggressively.

2) That blob's weakness is being charged by an AV12 Helbrute. Tied them up the whole game, with Azrael making a million 4+ invulnerable saves but failing to glance the Dreadnought down as he was the only one whose attacks were S6 (save the lone Krak grenade from the Inquisitor over and over again). I have to check to see if I can take Melta Bombs with my Sergeants there, but I friggin' well need to. Massive hole in the armour, so to speak.

3) Plasma Cannons are fickle mistresses, but I still love them. I always seem to find clusters of troops to minimize my own disappointment for scatters, but I didn't pop a single transport with them. Almost a Vindicator after I DS scattered into its side armour arc...damn shame that was when it stayed whole and blew away half the squad right after.

4) The autocannon Mortis was a little sad since I am so used to blowing things up every turn with it, but it did take down Hit Points from two transports, a Heldrake, and did a wound to the Daemon Prince Warlord before tying up a squad of Chosen in CC of all things over an objective at the end of the game.

5) I want a second Leman Russ Demolisher.

6) those Veteran squads buffed by a CCS as well as Primaris Psykers is beastly. Loved it.
 

· Registered
Joined
·
6,314 Posts
Discussion Starter · #5 ·
So, I love Assassins and have been hoping against hope that they got put into their own 'dex like the Inquisition. Looks like my prayers to the Emperor have paid off. Revised list, including a Vindicare Assassin:

--Primary Detachment--

Dark Angels Combined Arms Detachment

Azrael

5x man Deathwing squad - Plasma Cannon, 3x Thunder Hammer/Storm Shield

5x man Deathwing squad - Plasma Cannon, 3x Thunder Hammer/Storm Shield

Astra Militarum Combined Arms Detachment

Company Command Squad - Chimera

Primaris Psyker - ML2, Force Axe

Primaris Psyker - ML2, Force Axe

Platoon Command Squad

30x man Infantry Platoon - 3x Power Axes, 3x Autocannons, 3x Flamers

Veteran Squad - 2x Melta Guns, Heavy Flamer, Chimera

Veteran Squad - 2x Melta Guns, Heavy Flamer, Chimera

Leman Russ Demolisher - hull and sponson Heavy Bolters

Inquisitorial Detachment

Ordo Xenos Inquisitor - ML1, Force Sword, Rad Grenades, 3x Servo Skulls

Officio Assassinorum Detachment

Vindicare Assassin

Pretty much the same as before, swapping my only piece of Skyfire and some squad upgrades for the Assassin. That tank buster shot the Vindicare has simply needs to be employed upon my enemies.
 
1 - 5 of 5 Posts
This is an older thread, you may not receive a response, and could be reviving an old thread. Please consider creating a new thread.
Top