Friday, February 10, 2012

Minotaurs Big Game Progress

I have some new pictures to show you and also a new army list for the big game.

I've been switched over to the defenders side so I need to change up the army list. Besides I didn't really like the previous list 100% anyways, so it gives me a good reason to rework it. I also will not need to come up with new fluff as to why I am attacking an Adeptus Mechanicus Facility either.

Here are some pics of a finished Landraider Redeemer:








Here is a pic of the second LRR not yet finished but almost:





Here are some pics of my 2 Vanguard vet squads which will be mounted in those Redeemers:








Now onto the Army List.

Since I will be defending I want some more long range fire support as well and blocking units to stall the enemy's advance.

With that in mind I have changed up the 10 man marine units with different weapons. I plan on combat squading them to have 4 missile launcher teams and 4 rhino teams with meltaguns and combi-meltas. These are suicide melta units which will push out and try and blow up vehicles and if that doesn't work then block movement using the rhino chassis.

I also had the idea of adding in a Siege Master HQ from the Vangaurd Siege Assualt list from The second Badab war book. He will give me another Relic Blade in the army and also allow one of my units to have furious charge. He will lead one squad of Vanguard vets and Chaplain Enkomi will lead the other.

Here is an updated 'core' army list (using Vanguard Siege army list):
NOTE: I am breaking force org but according to the rules of the scenario I need only 1 HQ and 4 troops and can add as much onto that as I like.

HQ -

Chaplain Enkomi
145 pts.

Siege Master with Relic Blade and melta bombs
170 pts.

Asterion Moloc
235 pts.

ELITES -

9 Vanguard Vets with 2 power weapons and 2 meltabombs
1 Sargent with power fist and meltabombs
280 pts.

9 Vanguard Vets with 2 power weapons and 2 meltabombs
1 Sargent with power fist and meltabombs
280 pts.

7 Assault terminators
280 pts.
in Landraider Crusader with Multimelta
260 pts.

TROOPS -

9 Marines missile launcher and meltagun
1 sargent with combi-melta
in rhino
220 pts.

9 Marines missile launcher and meltagun
1 sargent with combi-melta
in rhino
220 pts.

9 Marines missile launcher and meltagun
1 sargent with combi-melta
in rhino
220 pts.

9 Marines missile launcher and meltagun
1 sargent with combi-melta
in rhino
220 pts.

Dreadnought Talon:
3 Ironclad Dreadnoughts with chainfists and 2 hunterkillers each
465 pts.

Heavy Support -

Landraider Achilles
325 pts.

Landraider Achilles
325 pts.

Landraider Redeemer with multimelta
250 pts.

Landraider Redeemer with multimelta
250 pts.

4145 points total.

Above was the Core list, which is from the Minotaurs Siege company. The following addtional units are drawn from the Chapter Reserves and First Company.

The following will make the army total 6,000 points.

HQ -

Librarian Epistolary with terminator armour, storm shield, might of the ancients and the quickening
190 pts.

Librarian with Nullzone and the Avenger
100 pts.

ELITES -

5 Sternguard 3 combi-plasmas and 2 plasmaguns
160 pts.

7 Assault Terminators
280 pts.

Dreadnought with 2 twin-linked autocannons
125 pts.

Dreadnought with 2 twin-linked autocannons
125 pts.

Dreadnought with Multi-melta
105 pts.

Dreadnought with Multi-melta
105 pts.

Land Raider Proteus with multi-melta, twinlinked heavy bolter, extra armour, armoured ceramite, dozer blade
290 pts.

Heavy Support -

Predator with Autocannon and heavy bolter sponsons
85 pts.

Predator with Autocannon and heavy bolter sponsons
85 pts.

Predator with Autocannon and heavy bolter sponsons
85 pts.

5880 pts. total

The Sterguard ride with the Librarian in Power armour on board the Land Raider Proteus.

This leaves me with 120 points. This is exactly 12 hunter killer missile if I want. Its enough to arm all the rhinos and predators and land raiders besides the Proteus.

3 comments:

  1. Why bother with the plasma/combi-plasma in the sternguard squad? You get hellfire and kraken rounds for free.

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  2. I originally built the squad hoping it would be an answer for terminators. The hellfire and kraken rounds don't do poop to termies. For this big game I don't know that the squad is that useful. I am kind of trying to use up points. I hadn't really thought about this squad and how it would fit into this army at all so I'm glad you brought this up.

    One of my favorite things to do is make up army lists, so I will go back through and probably rework the list again at least once before the game.

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  3. Take it from me, the answer for terminators is not low ap weapons as much as it is to force them into making huge numbers of saves. That's doubly true in the modern storm shield environment.

    When I play Deathwing, armies that can throw volumes of lead are the most dangerous. I have to ma. ke tactical decisions based on the number of hits I think I can absorb.

    You've actually seen this in action. Remember at Rock-con when you teleported into rapid fire range of my Auxilia Blob? They had autoguns, but just poured fire into the terminators, killing some of them. In a game with dice, more is usually better.

    I'd be more afraid of devastators with heavy bolters than sternguard with Plasmaguns/combi-plasma.

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