Pages

Friday, March 2, 2012

2000 Point Arborian List





Revised 3/17/2012: Thanks to Kirby at 3++ for the feedback on my list, quoted in his favorite color, and my responses, in Arborian Green
The most obvious thing to say is: needs Chimeras :P but this will probably deter from your theme. Adding Chimeras would give this list a lot more available options in terms of how to manuever and handle the board as most of your firepower (outside of Vendettas) is pretty static. Add in the Vendettas are the only armor you have on the field and they will go down pretty quickly which also leaves all that S6+ firepower to go into your HWTs which will see them bite the dust quicker than you might like. So chimeras, if you can stand to fit them within your theme :P.
Unfortunately, Chimeras are right-out, this being a "Light Infantry" list. I fully understand and comprehend the disadvantages that a no-Chimera list carries. 

Otherwise, drop the Ratlings and Camo Cloaks - not needed.The SWS should really be running meltas + Demo rather than flamers and I wouldn't bother with the Power Weapons on the Platoon Command Squads though without mounting up, Grenade Launchers can work. You're also running two large blobs which is leaving you with only two targets - can't really do much about that without swapping a lot of things around but just bear that in mind - perhaps you'll want to run it so you have three squads of 20 + commissars rather than two squads of 30+. 
I've retooled the infantry squads into three 20-man blobs, each with a Commissar. This means that I've had to drop down to one priest, who I've given an eviscerator and placed in Straken's squad so that his S7 attacks aren't wasted. Dropping the ratlings gave me the points for another Platoon Command squad with 4 grenade launchers, and all three platoon command squads have their power weapons dropped. 

I'll keep the flamers in the SWS for now, as they will 1) most likely be out of range of Straken's Bring It Down order and 2) will cause more damage to their intended targets (small troops units in cover claiming backfield objectives such as Devastators, Long Fangs, Heavy Weapons Squads) than meltas because of their ability to IGNORE COVER SAVES. 

Best of all, I've kept my 130 model count (sans Commissars and Priest attachments)!

Company Command Squad: Straken, Medic, 3 Grenade Launchers, 2 Bodyguards                                                                                            
1 Priest (attached to Company Command Squad)

1 Platoon Command Squad: 
4 Grenade Launchers
1 Platoon Command Squad: 4 Grenade Launchers
1 Platoon Command Squad: 4 Grenade Launchers 

                        
2 Infantry Squads (Combined Squad): 2 Meltaguns, 2 Sergeant Power Weapons, 1 Commissar, 1 Commissar Power Weapon     
2 Infantry Squads (Combined Squad): 2 Meltaguns, 2 Sergeant Power Weapons, 1 Commissar, 1 Commissar Power Weapon
2 Infantry Squads (Combined Squad): 2 Meltaguns, 2 Sergeant Power Weapons, 1 Commissar, 1 Commissar Power Weapon 

             
Heavy Weapons Squad: 3 Autocannons
Heavy Weapons Squad: 3 Autocannons 
Heavy Weapons Squad: 3 Autocannons 
Heavy Weapons Squad: 3 Autocannons 
Heavy Weapons Squad: 3 Autocannons                                                  

Special Weapons Squad: 2 Flamers, 1 Democharge (mounted in Vendetta)
Special Weapons Squad: 2 Flamers, 1 Democharge (mounted in Vendetta)
Special Weapons Squad: 2 Flamers, 1 Democharge (mounted in Vendetta)

Vendetta: 2 Heavy Bolters
Vendetta: 2 Heavy Bolters
Vendetta: 2 Heavy Bolters

Total Infantry: 130 (plus 2 commissars and 2 priests)

Obviously the backfield for this army are the 5 autocannon equipped heavy weapons squads, which can dish out a ton of anti-transport firepower. They are also troops choices, which means that they can effectively hold objectives placed into cover, especially in pairs or trios, where their MSU (multiple small unit) nature makes them more survivable than opponents might expect from 6 GEQ models.

The front-field of this army are the three Vendettas carrying three special weapons squads, each with a demo-charge and 2 flamers. Intended to be the first troops to meet the enemy, they take full advantage of the Scout move of the Vendettas, then deploy close enough to make use of their close-range weapons. Being a troop unit, the enemy MUST eliminate them or risk them taking an objective. The Vendettas are the only long-range anti-AV14 in the army and will no doubt draw considerable fire as there are no other vehicles in my army list, but with 3 there should be enough redundancy to get the job (slagging AV14 vehicles) done.

The midfield for this army are two rock-solid power-weapon blob Combined Squads, each with a commissar to make them Stubborn, and a priest to re-roll attacks when the charge. Leading from the front is the venerable Colonel Straken, whose greatest contribution is Furious Charge to the power weapon blobs within 12". Melta-guns in the power weapon blobs help to keep tank-shocking tanks away, and grenade launchers in the three command squads are a 24" move and fire flexible weapon for supporting the infantry charge. 

2 comments:

  1. Always a joy to spy some infantry...and nice work taking those grenade launchers - I love the things!

    ReplyDelete
    Replies
    1. Yeah for real. The ability to move 6" and fire 4 S6 shots @ 24" is actually a very points-efficient choice. The PCS typically order their platoon forward using "Move, Move, Move!" to threaten objectives, while staying safely behind the 32-man blobs.

      Delete