Showing posts with label Army List. Show all posts
Showing posts with label Army List. Show all posts

Thursday, 21 April 2016

Legio Cybernetica - 3000 point army list

Good afternoon true heretics!


Today I'm just going to run through my projected army list for my Legio Cybernetica when I get them fully built and painted. I currently have two Domitars and two Krios Venators on the painting slab, undercoated in black and just awaiting their white before I start layering seraphim sepia on them for the yellow.

I have also spent a good while the last two days covering myself in super glue as I convert a much more Dark Mechanicum style (because I get away with more mistakes that way!) Vorax as I don't like the bug heads on the official models and don't want to pay forge world prices for one just to cut it apart! Additionally I also have an Arlatax Automata to convert out of my remaining Domitar models.

Anyway the list:

HQ

Anacharis Scoria - I have so little reason to not include this guy. The Legio Cybernetica only have a few special characters and this guy is so ridiculously cool and lethal that I just have to have him. This is him at full cost with his Xanathite Abeyant. He will accompany the Domitar unit as a beefy aggressive unit.

Magos Prime - A tricked out second HQ to ensure a large controller cortex coverage. Cortica Primus for cybertheurgy on whole squads of automata, Macrotek Techno Arcana for a re-roll on resoting wounds to the Thanatars that he will accompany. Abeyant, Machinator array and cyber familiar for added durability. Also has an Augury scanner to give interceptor to the unit if any deep striking units appear.


Elite

2 x Domitar Battle Automata - A unit of two tricked out with frag grenades and flakk missiles. Essentially designed to accompany Ancharis Scoria into combat and kill everything! Doubles with a tiny bit of anti-air but only because I had the spare points!


Troops


2 x Castellax Battle Automata - enhanced targeting array with bolters on each arm, Aggressive unit with good Dakka and AP3, run them at marines!

2 x Castellax Battle Automata - enhanced targeting array with flamers on each arm and Darkfire Weapons. Designed to sit back and use their range to pop light tanks and knock models off 2+ save units. The flamers should give them some additional defence against charging units that make it to the backfield.

3 x Thallax - standard unit with Ferrox upgrade. This means both their shooting and close combat attacks are rending so they can challenge most things with luck! Mobile and can claim objectives, so harass and stay safe as much as possible. Also have melta bombs so can threaten pretty much anything really.

3 x Thallax - As above

3 x Thallax - As above



Fast Attack

1 x Homonculex - This is an Arlatax bought at regular cost that comes with Paragon of metal for free. It represents Ancharis' test bed for experimental modification. Comes with an arc scourge for additional attacks. Super aggressive and expendable as long as it takes out a big chunk of points with it.


Heavy Support

1 x Krios Venator - Anarbic claw and smoke launchers on this beast for a bit more cover save and an I10 attack when assaulted! I've not reviewed this guy yet so watch out for that one, but it comes with a Ordnance 4, S9, AP2 weapon so its beefy!

1 x Krios Venator - Anarbic claw and smoke launchers again for the same job.

2 x Thanatar Class Siege Automata - Enhanced targeting array on these guys, The Magos Prime can repair them on a 3+ with his machinator array and either give BOTH of them a wound back with his cortica primus or they can BOTH fire 2 large blast, S8, AP2 barrage shots in a turn. Sweet.



Overview

This list is designed to make the most of the Legio Cybernetica reputation and rules for battle automata. All these Automata have +1 initiative and also the cortex controller range is extended to 24". This is important in relation to Anacharis Scoria and his warlord trait. So if you aren't massively up on him then check out the review tab to read on my main page :). 

There is a mixture of ranged and close combat units in there with the Heavy support section sending down a minimum of 8 x S9 AP2 ordnance shots AND 2 x Large blast S8 AP2 templates down. Additionally the Darkfire Cannon Castellax will add 4 S7 AP2 shots to this mix.

Whilst the Domitar and Homonculex along with Anacharis will provide a supreme amount of kick in the teeth. They can really do a number on some super hot units, the main problem is footslogging, though with move through cover this becomes a bit easier to stick to cover for the most part and Anacharis should be able to keep any wounded Domitar in the fight.

The three thallax units and the Mauler Bolt Pattern Castellax are mid range units used carefully to secure or deny objectives. but they have considerable assets to aid in both ranged and close combat engagements. 

I have hopes of acquiring an Atrapos Knight before the year is out and that will either put me up to 3500 points or I will form an alternative list with the Atrapos as the big old hammer!

Thought welcome if polite as always :)


Peace out,

Rob

Thursday, 29 October 2015

Re-vamped Blog Wars X list

Hi to high readers,


After making good progress with painting as I mentioned previously, I decided to re-jig my army list for blog wars X to reflect this progress and make the army a little bit more competitive.

Old List

HQ - Sanguinary Priest with Jump Pack, Veritas Vitae and Valour's Edge (I actually have to check Alex's ruling on taking two relics... Valour's Edge will get the boot if it isn't allowed)

Elites - 2 x units of 13 Death Company. 2 x power fist, 2 x thunder hammer, 2 x power sword, 2 x hand flamer, 2 x infernus pistol, 4 x bolters, 5 x bolt pistol and 7 x chainsword.

Elites - Lemartes, Guardian of the Lost

Troops - Cassor the Damned

Troops - Raphen's Death Company

Fast Attack - Drop pod with Deathwind Missile Launcher

Heavy Support - Storm Raven Gun Ship with Twin linked lascannon, Typhoon missile launcher, 4 x stormstrike missiles, searchlight and extra armour.


New List

The main differences are in the composition of the Death Company squads, taking advantage that the Baal Strike force detachment lets you have an additional elite slot and spreading my eggs between more baskets! Here is how my squads will look like now.

Elite - 9 x Death Company with 1 x power fist, 1 x thunder hammer, 1 x power sword, 1 x hand flamer, 2 x infernus pistol, 2 x bolters and 4 x bolt pistols

Elite - 9 x Death Company with 1 x power fist, 1 x thunder hammer, 1 x power sword, 2 x hand flamer, 1 x infernus pistol, 2 x bolters and 4 x bolt pistols

Elite - 8 x Death Company with 1 x power fist, 1 x thunder hammer, 1 x power sword, 1 x hand flamer, 1 x infernus pistol, 2 x bolters and 4 x bolt pistols

This gives me an extra unit that has the ability to move fast and claim objectives as needed. This has the same overall models as the previous list but has a power fist, thunder hammer and power sword less altogether. The points not having these weapons freed up allowed me to add an additional sanguinary priest as follows:

HQ - Sanguinary Priest, jump pack and additional weapon (bolt pistol).

This gives me 2 x sanguinary priests and Lemartes to lead each of these squads! This means two of the death company squads will be charging at initiative 5 and swinging at WS5 because of the blood chalice. Whilst Lemartes squad will charge at initiative 5 and get re-rolls to hit because of zealot.

This will also all be at strength 5 for the chain swords and power sword due to furious charge and strength 9 for the power fist and thunder hammers.

Anyway, any thoughts on the new list? I definitely think its a stronger list and am getting quite excited for the tournament now, least of all as I will get to meet to of you fine people from the blogosphere :)

Peace out,

Rob

Tuesday, 20 October 2015

Heresy Dark Angels - This has gotten out of hand.... again

Hi Folks,



So Today I'm just going to have a quick chat about my Heresy Dark Angels army for 30k games. Fortunately my local meta, which is fairly competitive, 30k list are acceptable to play against 40k lists and are welcomed at the local tournaments with the biggest tournament seeing a 70-100 player turn out. So this isn't investment into a pretty army (or I hope its pretty) that won't see much more table time. Though to be fair I don't get that much table time anyway...

Anyway the army is taking shape with two squads of terminators already converted and the beginning of paint applied to one of them, which I will be posting up in the days (or weeks...) to come. I plan to have a Praetor beatstick thrown in here as well , possibly on a bike. I'm likely to model up a moritat just because they are super cool gunslingers...

So I'm looking to just have a chat through whats going on, what I might get from the forgeworld shop on my trip to warhammer world and basically canvass a few ideas and let you know where I am heading.



Terminator Transport

So these guys will need some form of ferrying to get them into the sticky situations that do best in. It needs to be tough and preferably of an offensive nature (I say!) and be able to go at a fair lick of speed. I currently have enough liberators to convert up 20 of these guys so I can take two big squads if I want... This has really brought it down to 3 options for me. 

Option 1

The first is the ever popular (I think...) Spartan assault tank. I love the concept of this thing but my god do I hate the tank tracks being uncovered over the top. I just think it looks stupid as hell. So buying the actual spartan tank is out of the question, I'm not buying something very expensive to hack it apart.

BUT what I have done is spend about £40 on bits and bobs from ebay and my local modelling (but not tabletop modelling) store, combined with all the bits littered about my room and life I am hoping to make a counts as Spartan assault tank. I'm not trying to replicate the spartan look exactly but going for something... grander? Teasing I know, but tune in thursday to find out more.... 

Option 2

The second option is the Anvillus Dreadclaw. I love this model to within an inch of its life. It is gorgeous. I've heard the build is a little fiddly but I think I should be able to cope with that sort of thing these days (fingers crossed). Now this beast can deep strike and do a little flame attack in its vicinity when it lands and then it becomes a hovering flyer which means it can jink shots at it. If memory serves it has 5 hull points as well so its not a massively fragile creature, but I won't be expecting it to take a hammering. 

It is an assault vehicle though, so despite no assault on the turn of arrival, it can land, jink shooting, and then in the next turn move, unload its cargo of terminators and then they can charge something and smoosh it. Mmmm smoosh. It also has frag launchers or somewhat so you don't lose initiative. 

Big bonus here is the point cost. At 100 its basically a third of a spartan tank which frees up points to put elsewhere. Also, the cost... at £57 its is nearly half the price of the forgeworld spartan (£101!) and would still be cheaper overall than any conversion I knocked up of a spartan. Though a conversion would be more unique and not significantly more expensive I think. I could convert up a dreadclaw for dirt cheap, which has crossed my mind

Option 3

The last option is the stormeagle, which I know can take 20 marines so I assume it can take 10 terminators? This, like the fire raptor, is an awesome model with some fair heavy armament to go along with its transport capacity. My main issue is I am not confident at my ability to convert this beast, its a super pretty nearly £100 model that I don't massively want to go all crazy on with a bone saw...


So a quick break for you to toss your mind salads over that bowl of choices.

And now on to...



Contemptor Loadouts

I know I want to be able to have punchy and shooty variants here, purely from an aesthetic point of view I want to be able to play with both of them. However I will be investing in some big magnets to make the lower arms interchangeable if that looks like a possibility whilst still maintaining kick ass posery.

My current thoughts are autocannon mortis dreads with magnetised bits for a chainfist contemptor perhaps? But I am open to any and all suggestions.

These guys I will definitely buy in rather than convert up one, but I can go to town converting a contemptor to be Dark Angel-y. Whilst the one they eventually turn out of forgeworld will be super awesome, I am really enjoying the ownership of my models after they have been converted so might prefer that if (a bigish one) I can pull a decent converted look out of the bag.

And finally



Flyers and sundry

Fire Raptor, I may be getting one. I haven't decided if I'll pick one up at warhammer world or at a later date, but I love the model and will its definitely one to think about picking  up in the future. 

My question here is, do I double up? Or do I go for a Xiphon interceptor or a Storm Eagle? The Xiphon looks cool but comes off as pricey in points and dosh for its size and capability. The storm eagle is obviously great looking like the fire raptor as I've said above, but a little lighter on armaments but made up for with its carrying capacity of 20 marines. I presume this means I can take 10 terminators in it also but do correct me if I'm wrong. 

Again with regards to additional flyers I am happy with suggestions for either flyers or why I shouldn't get more than the fire raptor and what I should buy instead?


Sundry is just everything that I haven't mentioned that you think would gel well with the generally very elite force I have lain out. I am going to be getting some sniper marines either from Anvil Industry or from forgeworld and these guys will fulfil my scout requirement for the Lion's Blade in 40k as well as working in 30k (both of the model options have cool power armour not the meal nappy of normal 40k scouts). So that is an additional troop choice there, but throw your ideas at me. 

I am happy to be persuaded to spend my money if it sounds Dark Angel like, and is cool without being stupidly expensive!

Thanks for reading and any of your thoughts.

Peace out,

Rob

Friday, 28 August 2015

Death Company Army Builds And Tactics

Hi readers,

Today I'm going to have a quick run through the builds that I will be playing Death Company with and discuss the tactics that I would utilise with these builds along with their respective strengths and weaknesses. I'm not going to profess that I am an expert on any of this subject matter so if you disagree with something I say, please do comment below with your opinion as its always good to see how someone uses a unit differently (just try not to state your opinion as fact if you don't mind!).




Fun Army Build

So the list I am about to describe is more of a "fun" army build that utilises unique aspects of the Blood Angels with a focus on the Death company and their ability to be inherently tooled up ba***rds of destruction.

Firstly, I will be using the Baal Strike Force detachment in the Blood Angels codex. This is because marines are the most common army to encounter out there, so with all things being equal (such as weapon skill and strength without any special weapons) that additional point of initiative (providing you didn't perform a disordered charge) means you will strike first over almost all other marines and at the same time as almost all Eldar. This means that you will be facing less attacks back from marines and that you will actually get your chance to hit the wily xenos scum before dying. Obviously any I1 weapon like thunder hammers ignore this benefit.

So in this 1850 point list I will be taking the following:

HQ - Astorath the Grim 

Elite - Lemartes, Guardian of the Lost

Elite - 10 x Jump Pack Death Company (4 x Infernus Pistol, 2 x thunder hammer, 2 x power fist)

Elite - 10 x Jump Pack Death Company (4 x hand flamers, 2 x thunder hammer, 2 x power fist, 2 x power sword)

Troop - Cassor the Damned

Troop - Raphen's Death Company

Heavy Support - Baal Predator (Flamestorm cannon and 2 x heavy flamers)

Heavy Support - Storm Raven ( lascannon, typhoon launcher, hurricane bolters)

Now obviously this has 2 very expensive units that are the heart of the army and they will make or break any game you play, it also focuses on these units being led by the buffering Astorath and Lemartes, but I will discuss that later in the tactics section. 


Fun Army Build Tactics

So this army relies heavily on two things. The first of which is the two large death company squads surviving, both to get into contact with the enemy, but also that anything swinging before initiative step 1 doesn't kill of those thunder hammers and power fists first and secondly the storm raven turning up in a timely fashion of sorts.

The Death Company squads have fire power to thin out cover camping squads (albeit at strength 3 but there are 4 of them which makes up for it) and take on 2+ armour save (if within 6 inches) and obviously you need to direct these to their targets as appropriate with the infernus pistols going for either mech or terminator equivalents. The flamer squad can still deal with 2+ saves and mech thanks to the thunder hammers and power fists but softening something up with shooting is always a big bonus. Hug cover and get in the enemies face as fast as possible, these guys belong in combat not being shot at. 

Raphen's death company are designed to hide and claim objectives, they are too small to be a threat and will die very easily to sustained fire power, so keep hidden and score points is the name of the game.

Cassor the damned can run in the Storm raven, he is an absolutely superb mulcher of elite units for 2 fantastic reasons. Firstly he can put out 6 attacks on the charge (3 base + 1 for 2 x CCW and +2 for rage) and these will instant death anything that is T5 or lower because they are S10 (maxes out at 10) or S13 on the charge with furious charge EDITED following Westriders points in comments :). So multi wound models will fall beneath his wrath leaving only invulnerable saves to keep them alive. Secondly, he is a character. This allows him to challenge anything initiative 4 and strike at the same time, or anything initiative 5 on the charge because of the detachment. He is a character slayer and can bag you vital points or kills because of it.

The Baal predator is used to manoeuvre the enemy around to avoid its flamer templates and thus aid in the Death Company squads getting into combat as they are hugging cover and closing as rapidly as they can. 

Finally we can consider the benefit of Astorath and Lemartes. Both of these guys have zealot, so you will be re-rolling all failed to hit rolls in the first round of combat. This is huge with death company and will allow you to deal out a huge amount of hits immediately. Astorath also has Liturgies of Blood which allows the unit to re-roll failed to wound rolls in the first round of combat. Whichever squad you decide to place him with, they will murder everything. Astorath hits at I1 but will instant death anyone not eternal warrior on a to wound of a 6, but he only has a 4+ invulnerable so is susceptible to instant death himself. Lemartes is a great horde thinner with his +2 strength AP 4 6 attacks on the charge. 



"Competitive" Army Build

So this list has an actual "competitive" focus about it, though I frame the word in quotation marks as the events I attend are, in general, fairly heavily comped and so not really a measure of true competitive meta as they actively encourage a more friendly environment that doesn't ban Win At All Cost (WAAC) lists but certainly limits and frowns upon them.

That being said this 1850 force can deliver a lot of nastiness itself if played well. It also relies on the Baal Strike Force Detachment though this takes advantage not only of the extra point of initiative but also the extra elite slot that it grants allowing you to really max out on the Death Company goods.

HQ - Captain (Artificer amour, storm shield, Valours edge, Veritas Vitae, Jump pack and melta bomb)

Elite - 10 x Jump Pack Death Company (1 x thunder hammer, 1 x power fist, 1 power sword, 1 x hand flamer, 1 x infernus pistol)

Elite - 10 x Jump Pack Death Company (1 x thunder hammer, 1 x power fist, 1 power sword, 1 x hand flamer, 1 x infernus pistol)

Elite - 10 x Jump Pack Death Company (1 x thunder hammer, 1 x power fist, 1 power sword, 1 x hand flamer, 1 x infernus pistol)

Elite - 10 x Jump Pack Death Company (1 x thunder hammer, 1 x power fist, 1 power sword, 1 x hand flamer)

Troop - Cassor the Damned

Troop - Raphen's Death Company

Fast Attack - Drop pod (storm bolter)

So as you can see, a much more balanced build that repeats the same squad build 4 times (with the exception of one infernus pistol) incorporating both duality and redundancy across the army. The one big glaring omission in this list is any ground to air or air to air attacking capability, but this is a deliberate choice and has thus been equipped appropriately as I will discuss below.


Competitive Army Build Tactics

This army does away with any mechanised vehicles beyond the drop pod and relies entirely on multiple threats with jump packs moving up the board as fast as possible to engage the enemy.

The captain is quite expensive but comes with a few handy trinkets. The most important of these is the Veritas Vitae that allows you generate an additional warlord trait from the strategic table. So you can have two from that table if you wish or chance your luck on two different tables. A good roll can be a game winner. He also has Valour's Edge, an at strength and at initiative AP2 power sword, however this is strength 5 and initiative 6 on the charge in this detachment so it can be very good. The shield is for survival and the melta bomb allows him to tackle armour as well. 

The Death Company Squads are tool kits. Ignores cover templates? Check. Melta gun? Check. AP2 weaponry at x2 strength for 2+ saves and armour? Check. Power sword for at initiative AP3? Check. 7 other guys pumping out 35 attacks on the charge at strength 5 PLUS the possibility of hammer of wrath attacks? Mother flipping check all over that.

Four of these squads ensures that either you will lose a few from all or maybe one whole squad. Remember these guys have Feel No Pain so they can shrug off a lot of Strength 7 or lower shots a third of the time enhancing their survivability. Utilise the cover and punch everything to death.

Raphen's Death Company have exactly the same role as described above.

Cassor the Damned now comes in a drop pod on the first turn, he is designed to be an angry distraction in the backfield, maybe score an objective first turn BUT also don't forget he has a meltagun (12 inch range so 6 inch for melta) and so can help take out some armour in the enemies back line as well. 

As mentioned in the build section, this army lacks any anti-flier capability unless they are in hover mode. But the point of this army is to be engaged in combat thus preventing them being shot at. These guys have a 12 inch move and up to a 6 inch run on the first turn and if the enemy has moved towards you or has been forced to as they need to claim maelstrom objectives then a turn 2 charge (or if you're lucky a turn one charge if you went second) is very much achievable. 

Null deployed armies like a Nemesis Strike force will hurt this army but then you should be facing off against an equally elite army so it balances itself somewhat as long as you take down the Dreadknights early on.


Conclusions

Anyway, well done if you have made it through the wall of text to get to this point! I do appreciate anyone reading all the way through my drivel on tactics in a game that I play narratively more often than not but I do attend tournaments on an at least once yearly schedule and don't do to badly at them (that's a lie!).

I would love to hear anyone else's experience of using Death Company heavy lists or just shared tactics for relatively small elite armies as well, I love to swap and debate ideas, just be friendly about it (partly because I can be very slow sometimes...).

Let me know if you enjoyed this article and if there are any other tactics either as part of my armies (past and present or even future) or just general theory hammer tactics that you would like to see.

Thanks as always and

Peace out,


Rob