Greetings and salutations fellow Commanders. I am preparing an army for another edition of the tournament I participated in last summer. This time I am much more experienced in Warhammer and through my battles I've found out that I definitely fare much better in Mont'ka than Kau'yon tactics and so I've decided to build my detachment accordingly. The rules of the tournament are simple, that it's 4 detachments (CAD, Allied, Formations) max, 1850 points.
Some of you would rather take the initiative and force the enemy to adapt to your own strategies, while I like my army to be versatile and be able to counter any threat. Therefore I have composed my army with many specialised units that will have to work in perfect synergy, I don't like to leave things to the luck.
My list looks as follows:
Null-Maiden Task Force (75 pts)
Sister of Silence Squad: 5x Sister of Silence with Executioner Greatblade
Optimised Stealth Cadre (735 pts)
XV95 Ghostkeel Battlesuits (435 pts):
Bonding Knife Ritual
2x Ghostkeel Shas'vre with Cyclic Ion Raker and twin-linked Flamer, Early Warning Override, Target Lock
1x Ghostkeel Shas'vre with Cyclic Ion Raker and twin-linked Flamer, Early Warning Override, Velocity Tracker
2x XV25 Stealth Battlesuits (2x 150 pts):
3x Stealth Shas'ui, Stealth Shas'vre, Fusion Blaster, Markerlight and target lock, Homing beacon
Retaliation Cadre (1040 pts)
Commander (159 pts):
XV8 Commander Crisis Suit, 2x Marker Drones, Command and Control Node, Drone Controller, Multi-sensor Spector Suite, Seismic Fibrillator Node, Flamer, Neuroweb System Jammer
XV104 Riptide Battlesuits (221 pts):
Riptide Shas'vre with Ion Accelerator and twin-linked Fusion Blaster, Early Warning Override, Earth Caste Pilot Array
XV8 Crisis Battlesuits (381 pts):
6x Crisis Shas'ui with 2x Plasma Rifle, Target Lock
3x Shield Drone
5x Marker Drone
2x XV8 Crisis Battlesuits (2x 33pts)
Crisis Shas'ui with 2x Flamer
XV88 Broadside Battlesuits (213 pts):
2x Broadside with twin-linked High-Yield Missile Pod and twin-linked Smart Missile System, Target Lock
1x Broadside with twin-linked High-Yield Missile Pod and twin-linked Smart Missile System
That's 1850 points.
I have nine markerlight shooting units in total, 7 BS5 marker drones (as Commander is going to go with the Burning Eyes-D obviously) and 2BS4 (with Wall of Mirrors) Stealth Shas'vres, which should be sufficient if not abundant, as except Riptide all units have either BS4 at least or twin-linked weapons and both the Stealth Cadre and Burning Eyes have Ignores Cover special rule. I could switch some Marker Drones for Gun Drones, but do I honestly need more S5 AP5?
My general strategy is to infiltrate near the enemy units with the Stealth Suits and HALO Deep Strike the Retaliation Cadre to annihilate everything that can be of any danger then jump away with my all-suits army (apart from poor Broadsides who can't jump). I still have to decide whether it's better to have the Ghostkeels on the table since the start, or Deep Strike them in the second turn as well, but I think it will depend on the kind of enemy I will have to face.
As for anti-psyker weaponry, I have decided to go with the Sister of Silence instead of Culexus. They have greater null-zone range, they have more wounds, same movement speed, better save and can actually cause a lot of trouble in close combat. And they're half the price of Culexus. While sure, Culexus can infiltrate and it's quite hard to kill him from the distance, I think the Sister will do his job of keepin psykers at bay just better. Hopefully they won't prove me wrong, but if any of you have any experience with them, I'd love to hear your opinion. The problem with them is that they have to be 6" from my other units and that they're only T3 3+. If you have any ideas with how to make sure they reach their destination safely, I'll be very obliged.
For anti-flyers, I have got Ghoskeel with Velocity Tracker, and hopefully enough markerlights to make twin-linked Broadsides useful against the flyers. It might be not enough, but if I manage to clear the table of the ground units, the sheer amount of heavy dakka ought to deal with these nasty creatures.
For GEQs I have Stealth Suits with a lot of S5 AP5, Cyclic Ion Rakers with their AP4 and Broadsides. That's in total 66 bullets, if my math is good. Plus I have 7 flamers. It should suffice, hopefully.
Against MEQs and TEQs I have the Burning Eyes. 24 S6 AP2 BS4 twin-linked Ignores Cover shots should take down any enemy unit. And even if that's not enough, there's stil Riptide that can blast them to death. And a lot of dakka to test their luck.
With that amount of S7 weapons I should have no problem with taking down Rhinos and other light vehicles, nor should the skimmers be any problem with the Markerlights and Ignores Cover from other rules. Even my Stealth Suits will be able to glance the enemy vehicles, like Dreadnought, to death using the Wall of Mirrors.
I don't have a lot of heavy anti-armour weaponry, likes of melta or S10. Hopefully, three Fusion Blasters (two of them hitting the rear armour) and AP9 Ordnance Riptide should be enough to take down even the Imperial Knight. If not, I will jump away and try again next turn. With 3 Ghostkeels I have 3 turns of hitting the enemy rear armour.
Grav weapons are my personal nemesis, hence I'm counting highly on those cover saves to lead my Stealth Suits safely to the place from where my Crisis Suits can take down these nasty physics-benders.
The army as you can see is extremely mobile, with the Broadsides and the Sisters of Silence being only non-jet pack units, so collecting the Maelstorms shouldn't be much of a problem. It will also help me to get out of the enemy line of sight and minimalise my own losses.
The sheer amount of low-AP Ignores Cover firepower ought to take down most of the enemy bikers, if they happen to attack me, with Sisters of Silence taking down their invisibility, were they to have one. Oh, and pray tell whether Seismic Fibrillator Node is worth considering against such opponents.
As for the enemy hordes of Orks/Tyranids/Daemons, 7 flamers combined with the rest of army's firepower should take down at least a few of these horrid creatures.
The amount of Early Warning Overrides should help me against enemy Drop Pods or spawned Daemons.
Paradoxally, I think the most difficult opponent I could get would be the Tau themselves, as they can completely ignore my cover saves. Hopefully though, any possible opponent won't have the same idea as I have and without markerlight support won't be that strong.
I'm pretty content with the list myself, but I'm not certain about the details so if you have any suggestions, opinions or just kind words, they'll all be very much appreciated. For the Greater Good!
Last edited by Denirosek
on Dec 20 2016 07:43, edited 1 time in total.
Prosper, as Tau shall.