Tombworld
12-24-2009, 03:32 PM
Here’s an idea I had for a concept army. I don’t want to just create a ‘power-list’ since I’ll be playing friendly games but at the same time, I don’t believe in a player crippling their ability to win just to be ‘nice’. This army is called ‘The Demolishers’, and they are humans with a mentality like Orks. They like seeing things go boom. Their task-force's job is to storm into cities, and level everything from bunkers to tower blocks. In principle, the list has to be played VERY aggressively, and I want every unit to be a big threat. With the exeption of the infantry squads, I think that's the case.
Heavy Support:
Demolisher - 165
Demolisher - 165 ((330))
Elite:
'Rusty' (I.E., Marbo) - 65 ((395))
Troops:
Veteran Squad (Vets) W/Shotguns, 3xMelta Guns (MG's), Demolitions (Demo), Chimera W/Hull Heavy Flamer (HF), Turret Multi-laser (ML) - 185 ((580))
Vets W/Shotguns, 3xMG, Demo, Chimera W/HF, ML - 185 ((765))
Vets W/3xflamers, shotguns, Demo, Chimera W/HF, HF – 170 ((935))
Platoon Command Squad W3xPlasma Guns, Chimera W/HF, ML – 130 ((1065))
Infantry Squad W/Missile Launcher – 70 ((1135))
Infantry Squad W/Missile Launcher – 70 ((1205))
HQ:
Company Command Squad, Bolter, Ordnance Officer, HB, Chimera W/HB, ML – 147
Company Command Squad, Bolter, Ordnance Officer, HB, Chimera W/HB, ML – 147 ((1499))
Here’s my reasoning behind the choices:
Heavy Support:
The Demolishers HAVE to have some demolisher tanks. What else makes quite that bang? There are two of them mainly to increase survivability; even if one goes down early, the survivor can cause a lot of pain.
Elite:
Marbo HAD to be in the list. ‘Rusty’ is my version, a shell-shocked southern ‘good ‘ol boy’ the reason he can’t take orders is because his hearing is shot from being near so many damn explosions. People just stay away from him and let him do his thang…
Troops
Every Vet squad MUST take Demolitions on principle. It helps that it makes these guys deadlier. The mobility and armour of the chimeras should enable at least one of these guys to hit something BIG. These guys have Meltas to dissolve the foundations of tough buildings. And it’s not all about the boom, sometimes it’s about the burn! There are a bunch of Pyromaniacs who flush out stragglers in the task-forces target buildings (You didn’t think they’d always be empty of hostile scum before they’re blown up did you?) that should help with anti-horde or anything that tries to hide in cover! Oh, and they still have a demo charge of course.
The Platoon Command Squad are the sad lads of the group; they don’t have anything that goes bang, and are frowned upon for that. But they’re senior to the grunts, so what are you gonna do? The troops, of course, have a nice missile launcher each, which causes a tasty explosion. They’ll hold the home table edge.
HQ
It had to be the master of ordnance, right? I know they’re inaccurate, but two per turn have gotta hit SOMETHING,? Ok, might not be the enemy, but still. The rest of the team and the chimeras pour on anti-infantry fire and again, aught to help with hordes and the like. The senior officers have bolters because, of course, they fire explosive rounds…
Any advice is very welcome. Should I include some valkyries (They MUST have explosive-packing rocket pods by the way!), could you work some ordnance batteries in there, do I need more Dakka and anti-horde (Try to make it include bolters, for the exploding rounds!) more meltas or anything? Remember, if possible, everyone’s gotta have something that goes ’BOOM’ unless they have a very good reason!
Alternate List:
H.Q.:
CCS, Ordnance Officer, Heavy Bolter, 2xGrenade Launchers , Chimera W/
HB, ML - 185
Heavy Support:
Demolisher - 165
Demolisher - 165 ((515))
Elite:
'Rusty' (I.E., Marbo) - 65 ((580))
Troops:
Veteran Squad (Vets) W/Shotguns, 3xMG's, Demo, Chimera W/HF, ML - 185 ((765))
Vets W/Shotguns, 3xMG, Demo, Chimera W/HF, ML - 185 ((950))
Vets W/Shotguns, 2xMG, Demo, Chimera W/HF, ML - 175 ((1125))
Vets W/Shotguns, 3xFlamers, Demo, Chimera W/HF, HF - 170 ((1295))
Vets W/3xPlasma Guns (PG), Demo, Chimera W/HF, ML - 200 ((1495))
Heavy Support:
Demolisher - 165
Demolisher - 165 ((330))
Elite:
'Rusty' (I.E., Marbo) - 65 ((395))
Troops:
Veteran Squad (Vets) W/Shotguns, 3xMelta Guns (MG's), Demolitions (Demo), Chimera W/Hull Heavy Flamer (HF), Turret Multi-laser (ML) - 185 ((580))
Vets W/Shotguns, 3xMG, Demo, Chimera W/HF, ML - 185 ((765))
Vets W/3xflamers, shotguns, Demo, Chimera W/HF, HF – 170 ((935))
Platoon Command Squad W3xPlasma Guns, Chimera W/HF, ML – 130 ((1065))
Infantry Squad W/Missile Launcher – 70 ((1135))
Infantry Squad W/Missile Launcher – 70 ((1205))
HQ:
Company Command Squad, Bolter, Ordnance Officer, HB, Chimera W/HB, ML – 147
Company Command Squad, Bolter, Ordnance Officer, HB, Chimera W/HB, ML – 147 ((1499))
Here’s my reasoning behind the choices:
Heavy Support:
The Demolishers HAVE to have some demolisher tanks. What else makes quite that bang? There are two of them mainly to increase survivability; even if one goes down early, the survivor can cause a lot of pain.
Elite:
Marbo HAD to be in the list. ‘Rusty’ is my version, a shell-shocked southern ‘good ‘ol boy’ the reason he can’t take orders is because his hearing is shot from being near so many damn explosions. People just stay away from him and let him do his thang…
Troops
Every Vet squad MUST take Demolitions on principle. It helps that it makes these guys deadlier. The mobility and armour of the chimeras should enable at least one of these guys to hit something BIG. These guys have Meltas to dissolve the foundations of tough buildings. And it’s not all about the boom, sometimes it’s about the burn! There are a bunch of Pyromaniacs who flush out stragglers in the task-forces target buildings (You didn’t think they’d always be empty of hostile scum before they’re blown up did you?) that should help with anti-horde or anything that tries to hide in cover! Oh, and they still have a demo charge of course.
The Platoon Command Squad are the sad lads of the group; they don’t have anything that goes bang, and are frowned upon for that. But they’re senior to the grunts, so what are you gonna do? The troops, of course, have a nice missile launcher each, which causes a tasty explosion. They’ll hold the home table edge.
HQ
It had to be the master of ordnance, right? I know they’re inaccurate, but two per turn have gotta hit SOMETHING,? Ok, might not be the enemy, but still. The rest of the team and the chimeras pour on anti-infantry fire and again, aught to help with hordes and the like. The senior officers have bolters because, of course, they fire explosive rounds…
Any advice is very welcome. Should I include some valkyries (They MUST have explosive-packing rocket pods by the way!), could you work some ordnance batteries in there, do I need more Dakka and anti-horde (Try to make it include bolters, for the exploding rounds!) more meltas or anything? Remember, if possible, everyone’s gotta have something that goes ’BOOM’ unless they have a very good reason!
Alternate List:
H.Q.:
CCS, Ordnance Officer, Heavy Bolter, 2xGrenade Launchers , Chimera W/
HB, ML - 185
Heavy Support:
Demolisher - 165
Demolisher - 165 ((515))
Elite:
'Rusty' (I.E., Marbo) - 65 ((580))
Troops:
Veteran Squad (Vets) W/Shotguns, 3xMG's, Demo, Chimera W/HF, ML - 185 ((765))
Vets W/Shotguns, 3xMG, Demo, Chimera W/HF, ML - 185 ((950))
Vets W/Shotguns, 2xMG, Demo, Chimera W/HF, ML - 175 ((1125))
Vets W/Shotguns, 3xFlamers, Demo, Chimera W/HF, HF - 170 ((1295))
Vets W/3xPlasma Guns (PG), Demo, Chimera W/HF, ML - 200 ((1495))