Here are the entrants for the 2011 Army List Challenge -- INCLUDING TWO LATE ENTRIES. The theme this month was "no scenery". So which list do you believe is the most effective that also best articulates this theme? Poll is open to the right and there's one week to vote in. Good luck folks!
(1) Dark Eldar (CodyJ)
So because I like the Coven theme, I think I will keep with that.
Haemonculus w/ Venom Blade- 55pts
Haemonculus w/ Venom Blade- 55pts
x4 Grotesques- 140pts
x4 Grotesques- 140pts
x10 Wracks w/ x2 Liquifyer Guns, Acothyst w/ Venom Blade- 135pts
x10 Wracks w/ x2 Liquifyer Guns, Acothyst w/ Venom Blade- 135pts
x10 Wracks w/ x2 Liquifyer Guns, Acothyst w/ Venom Blade- 135pts
x10 Wracks w/ x2 Liquifyer Guns, Acothyst w/ Venom Blade- 135pts
x5 Scourge w/ x2 Haywire Blasters- 130pts
x5 Scourge w/ x2 Haywire Blasters- 130pts
Talos w/ TL-Haywire Blaster- 105pts
Talos w/ TL-Haywire Blaster- 105pts
Cronos w/ Spirit Vortex- 100pts
Basically, the Grotesques screen all incoming fire. Being T5, ID is almost out of the question. I have a ton of FnP and a decent amount of ranged AT. I know I most likely wont destroy anything from range, but immobilized or stuns are just as good. I have quite a few bodies on the field. I would welcome the hordes of Orks or Tyranids to come at me. No terrain, no problem!
(2) Chaos Space Marines / Thousand Sons (Torgrimm)
Daemon Prince with Mark of Tzeench, Bolt of Change, Wind of Chaos.
9x Thousand Sons with Aspiring Champion, Wind of Chaos, Rhino, Havoc Launcher.
9x Thousand Sons with Aspiring Champion, Bolt of Change, Rhino, Havoc Launcher.
9x Thousand Sons with Aspiring Champion, Bolt of Change, Rhino, Havoc Launcher.
2x Obliterators
2x Obliterators
Basically, if there's no cover - Thousand sons eat marines alive with ap3 bolters. Havoc launchers added for horde control. Could drop rhinos and afford whole another Tzeench Daemon Prince, and Thousand Sons are resilient enough to walk with 4++, but they are really slow.
(3) Tyranids (TheGraveMind)
Living Cover
Tervigon 160
Tervigon; adrenal glands, toxin sacs, catalyst 195
Hive guard x3 150
Hive guard x3 150
Venomthropes x2 110
Tervigon; adrenal glands, toxin sacs, catalyst 195
Gaunts x10 50
Tervigon; adrenal glands, toxin sacs, catalyst 195
Gaunts x10 50
Tervigon; adrenal glands, toxin sacs, catalyst 195
Gaunts x10 50
Something around 80 gaunts after the first turn, providing cover and screening. In the wide open they will still have a 5+ cover and FNP. Hive guard behind them get 4+ cover, and tervigons behind hive guard should get 4+ cover or 5++ in worst case.
Everything will also have defensive grenades and dangerous terrain to be assaulted.
1. Swarm midfield
2. Pop transports
3. Assault
4. Devour!
(4) Space Marine (DimmyK)
2x Librarian with gate and might 200pts
2x 5 sternguard with power fist and 3 combi-meltas 330pts
Dreadnought with assault cannon and heavy flamer 125pts
2x Tactical squad with plasma gun and missile launcher in rhino 430pts
Scout squad with missile launcher 85pts
2x land speeder with multi-meltas 120pts
Whirlwind with storm bolter 95pts
Vindicator 115
Plan: gated libbys go with sternguard and cause disruption/havoc and try to demech the enemy if they are meched up. Meanwhile the rest of the army goes in transports/is a tank and just advances up the field hopefully presenting enough targets to cause the enemy to fall into disarray and not be able to cause much damage. Scouts are there as a reserve/backfield objective holding unit.
(5) That Cheeba (Space Marines)
I was thinking about an all reserve army to preserve first shot advantage, but then I realized the ULTIMATE first shot advantage is the Drop Pod Army.
Ultimate long range first shot shooty army:
3x Rifleman Dreads in Pods 480 3x Las/Missle Dreads in Pods 540
MotF 100 (rides in a Tact pod, will come in late to repair downed Dreds)
2x 5 man Tacts in Drop Pods 250 2pf 50 2cm 20
Extra Armour on the Las Dreads + 1 Rifleman 60
== 1500 even
Let him go first.
If he deploys, he shoots nothing first turn, then I drop 4 appropriate pods (horde and light armor gets rifles, heavy mechs get las, tacts always in reserve) AWAY from the army and take the first shot. Let them foot slog while I shoot.
I think Melta gets priority. 3 riflemen do 5.333 pentrations vs Armor 10, a Las Dred adds another 1.11 ish, for a total of 6.5 penetrations vs armor 10, they should be able to shoot out 3 land speeders with melta before they have a chance to either move or shoot, although I will settle for any results that immobilize vehicles outside shooting range for at least one turn.
If he reserves, I drop shootiness that can pick off his army as it comes on. If I were too 'saulty, I would have to chase his army to start putting hurt on a reserved army because he will deploy far away from my forces and have some time to roll for more reserves. Being shooty, I stay away from table edges, and towards mid-field so I can concentrate my full force of fire on his troops immediately as they trickle in from reserves. |
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(6) Speedfreek (Dark Angels)
HQ
Belial, Thunderhammer/Stormshield 130
Troops
Deathwing Terminator Squad, Thunder Hammer/Storm Shield x5, Cyclone Missile Launcher, Standard Bearer, Apothecary 295
Deathwing Terminator Squad,Thunder Hammer/Storm Shield x5, Cyclone Missile Launcher 235
Deathwing Terminator Squad,Thunder Hammer/Storm Shield x5, Cyclone Missile Launcher 235
Deathwing Terminator Squad,Thunder Hammer/Storm Shield x5, Cyclone Missile Launcher 235
Deathwing Terminator Squad,Thunder Hammer/Storm Shield x5, Cyclone Missile Launcher 235
Fast Attack
Ravenwing Bike Squadron, Meltagun, Melta Bombs 135
If you go first, scoutboost+death wing assault.
If not, just walk forward and shoot...