Type of Battle: Cleanse
Special Rules: Night Fighting, Infiltrate, Deep Strike, Variable Turn Limit, Victory Points
Pts Value: 2500
The Battlefield: Urban Setting
LT Gray is crater filled and ash waste setting
Dk Gray are roads
Black is the 1st Floor of Buildings
Yellow is 2nd Floor of buildings
Red is 3rd floor of buildings
ALL BUILDINGS BLOCK Line of Sight except from higher floors.
Battle will be open to voting until 2-11-08
Please be sure to include your reasoning for your choice and put your choice in a
DIFFERENT COLOR TEXT!
Baron Spikey's Salamander Army
Salamanders Space Marines 2500pt Force
Traits Advantages:
Cleanse & Purify
Never Despair
Disadvantage:
Eye to Eye
HQ Master of Sanctity Monasti Crozius Arcanum, Storm Bolter, Rosarius, Terminator Armour
=130pts
Firedrake Command Squad Fidelita - Sergeant and 4 Terminators Sergeant Fidelita Storm Bolter, Power Weapon, Terminator Armour 2 Terminators Storm Bolter, Power Fist, Terminator Armour 2 Terminators Heavy Flamer, Power Fist, Terminator Armour
=220pts
ELITES Firedrake Squad Conecto- Sergeant and 5 Terminators Sergeant Conecto Storm Bolter, Power Weapon, Terminator Armour 3 Terminators Storm Bolter, Power Fist, Terminator Armour 2 Terminators Heavy Flamer, Power Fist, Terminator Armour
=260pts
Firedrake Squad Saevi - Sergeant and 5 Terminators Sergeant Saevi Storm Bolter, Power Weapon, Terminator Armour 3 Terminators Storm Bolter, Power Fist, Terminator Armour 2 Terminators Heavy Flamer, Power Fist, Terminator Armour
=260pts
Venerable Dreadnought Censura Multi-Melta, Heavy Flamer, Dreadnought Close CombatWeapon, Extra Armour, Smoke Launchers
=153pts
TROOPS Tactical Squad Ignis- Sergeant and 9 Marines Sergeant Ignis Bolt Pistol, Close Combat Weapon, Frag Grenades, Terminator Honours, Teleport Homer, Power Armour 7 Marines Bolter, Frag Grenades, Power Armour 2 Marines Meltagun, Frag Grenades, Power Armour
=205pts
Tactical Squad Ju’Dicium- Sergeant and 9 Marines Sergeant Ju’Dicium Bolt Pistol, Close Combat Weapon, Frag Grenades, Terminator Honours, Teleport Homer, Power Armour 7 Marines Bolter, Frag Grenades, Power Armour 2 Marines Meltagun, Frag Grenades, Power Armour
=205pts
Tactical Squad Purgo - Sergeant and 9 Marines Sergeant Purgo Bolt Pistol, Close Combat Weapon, Frag Grenades, Terminator Honours, Teleport Homer, Power Armour 7 Marines
Bolter, Frag Grenades, Power Armour
2 Marines Meltagun, Frag Grenades, Power Armour
=205pts
Tactical Squad Caminus- Sergeant and 9 Marines Sergeant Caminus Bolt Pistol, Close Combat Weapon, Frag Grenades, Terminator Honours, Teleport Homer, Power Armour 7 Marines Bolter, Frag Grenades, Power Armour 2 Marines Meltagun, Frag Grenades, Power Armour
=205pts
Tactical Squad Pu’Nitor- Sergeant and 9 Marines Sergeant Pu’Nitor Bolt Pistol, Close Combat Weapon, Frag Grenades, Terminator Honours, Teleport Homer, Power Armour 7 Marines Bolter, Frag Grenades, Power Armour 2 Marines Meltagun, Frag Grenades, Power Armour
=205pts
Tactical Squad Talio- Sergeant and 7 Marines Sergeant Talio Bolt Pistol, Close Combat Weapon, Frag Grenades, Terminator Honours, Teleport Homer, Power Armour 5 Marines Bolter, Frag Grenades, Power Armour 2 Marines Meltagun, Frag Grenades, Power Armour
=173pts
HEAVY SUPPORT Vindicator ‘Letum’ Demolisher Cannon, Storm Bolter, Extra Armour, Smoke Launchers, Dozer Blade
=138pts
Vindicator ‘Everto’ Demolisher Cannon, Storm Bolter, Extra Armour, Smoke Launchers, Dozer Blade
=138pts
With no real idea what my objective is and the knowledge that the battle will be fought in an urban environment I've created an army that will come in to its own in close range fire fights.
The Tactical Squads are the backbone of my force, able to deal with any enemy as it appears with their dual meltaguns, after all range wont be a problem in such a heavily obscured LOS battlefield. This coupled with the teleport homer each squad carries should ensure that the Tactical Squads can grind down a similarly numbered enemy in a war of attrition that they're are equipped to win.
The Dreadnought and Vindicators will be separating and deployed where ever it looks like they can barrage through the heaviest cover in order to bring the enemy into range of their relatively short ranged guns without being picked off (that's why I gave the Vindicators Dozer Blades). Each vehicle will have a Squad near it in order to provide infantry support from blasted Assault Squads and the like. If getting into close range quickly isn't viable then I'll use the Tanks to dominate firing lanes whilst the Dreadnought provides the first line of Tactical Squads with some heavy assault support.
The Firedrakes and Chaplain (with accompanying Terminators) are my units of opportunity, especially if its a take and hold mission, and will deep strike with the aid of the homers. The pair of heavy flamers should put a dent in even Space Marine armour and thats before you conside the profusion of power fists...
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Dan's Reviler's Army (Using DA Codex)
Revilers Chapter (using dark angels codex)
Chapter Master Certo -130 points
(counts as Belial)
Terminator armour, storm bolter, Sword of silence (master crafted power weapon)
Chaplain-135
Powerfist, combi-plasma
Command squad-185 (with chaplain)
2 power weapons (replace chainsword)
2 plasma guns (replace bolter)
Apothecary
Elites-
Deathwing squad-300
1 terminator with assault cannon/power fist
1 terminator with deathwing standard
1 terminator apothecary
2 terminators with twin lightning claws
Venerable Dreadnaught-170
plasma cannon, rocket launcher, extra armour
Tactical squads-
Alpha-195
5 additional members
plasma cannon, plasma gun
Zeta-195
5 additional members
plasma cannon, plasma gun
Omicron-195
5 additional members
plasma cannon, plasma gun
Omega-195
5 additional members
plasma cannon, plasma gun
Fast Attack
Ravenwing Support Squadron-100
1 land speeder with heavy bolter/assault cannon
Ravenwing Support Squadron-100
1 land speeder with heavy bolter/assault cannon
Ravenwing Support Squadron-100
1 land speeder with heavy bolter/assault cannon
Heavy Support
Devestator Squad-245
+5 members
4 rocket launchers
Devestator Squad-245
+5 members
4 rocket launchers
2495
Tactics-
Combat squads maxed out. To keep options open and scoring units aplenty, all tactical squads and devestator squads will use combat squads. if cover is an issue when terrain is set up, i will repost on how this changes, but basically here is the plan.
each devestator squad splits into two 5 man rocket teams of two launchers each. they will set up in hard cover with wide, hopefully overlapping, firing lines. they are good anti-marine and anti-armour units. if one unit fails to take something important down (a dreadnaught, vulnerable tank) then its opposite team will lend a hand to destroy it.
Tactical squads-they will split up into two fire teams, with the plasma gun in one and the cannon in the other. the gun squad will be the more mobile force, moving up to take up cover or objectives, while the other will stay static mostly and hunker down. enemy terminator squads will be a priority target for the tactical squads. ap2 death!!
Shadow Hunters- the terminators, led by 'Belial,' will not teleport into battle. they will stay as a heavy assault unit, used to crush enemy tactical squads. chaplain/command squad-this squad will be held as a reserve assault unit. if enemy assault squads get too close for comfort, they will run in and annihilate them. meanwhile, they will stay close to the tactical squads (close together) so the apothecary can take care of the rare failed 'gets hot!' check. also, the reductor makes it so it will be much harder to break me by shooting. Best of luck spikey...Heresy Begets Retribution!
GOOD LUCK TO BOTH PARTIES AND MAY THE BEST OF LUCK TO YOU ALL!!!