About Xenos and Proud

This is a small blog about my Warhammer 40,000 hobby. I will try to concentrate on the tactics behind the general game and my Xenos armies but there will be the odd post about random stuff.

About Me

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Aberdeen, United Kingdom
Xenos and Proud is an 18 year old from Scotland who has been playing 40K for the last 4 years. He loves the 'under-dog' xenos armies, namely his Tyranid Gorgon splinter fleet, his Saim-Hann windrider host, his Tau Vleastean Hunter-cadre and the newest addition, the Shadowfax Corsairs. Although his tactics are mostly 'borrowed', his painting skills still 'developing' and his luck becoming evermore 'ridiculous' he continues to play, paint and roll in the hope that one day things will get better.

Thursday, 11 November 2010

School League Army

Here's a list I have been turning over in my head for the last month or so for the League. It's 600 points and designed to be nasty and to win but it is limited with the rules. Only 1 Elites and a choice of either one Fast Attack or 1 Heavy Support. and the usual minimum of 1 HQ and 2 Troops.




HQ
Farseer 
Guide
Runes of Warding

Elites
5 Fire Dragons
Wave Serpent
Twin-Linked Shuriken Cannons

Troops
3 Guardian Jetbikes
Shuriken Cannon

3 Guardian Jetbikes
Shuriken Cannon

Heavy Support
3 Dark Reapers
Exarch 
Tempest Launcher
Crack Shot

Total = 1469

The idea here is for the Wave Serpent to zoom up and deliver the melta love to any tank (which at 600 there won't be many of) turn 2. If that won't work the Serpent hangs back and shoots either infantry or light tanks. I have never used these before but whats not to like?

Second the Dark Reapers. Simply these guys sit back and wipe a squad of anything not T6+ or 2+ armour every turn. The Exarxh alone has a 36" range, S4, AP3, Heavy 2, Blast at BS5 that rerolls wounds and ignores cover. In a small game these guys beat face really well. When I was at Conflict Scotland my 3 Dark Reapers killed 10 Raptors in 1 turn, 8 of which were by the Exarch with his Tempest Launcher!

The Jetbikes will capture objectives late game and annoy light tanks with their Shuriken Cannon. Simple. Normal.

Finally the Farseer. This guy will be a safety net as his Runes of Warding protect against enemy psychic powers and provide Guide to the Dragons or Reapers to guarantee their success. I might give him Runes of Witnessing to make sure he gets of Guide.

So overall I think the army is pretty solid as all the infantry is either in transports or has a 3+ save. The Serpent is also incredibly resilient to things like melta which hopefully other people will depend on for their tank killing.

I don't know what I will use the extra 31 points though, maybe give the Wave Serpent Star Engines?

Tell me what you think.

1 comment:

  1. Hey mate,

    I think this army would struggle against other army's, I think this would because of the energy fields on the enemy's wave serpents. Also the if they take out one unit of jet bikes your army would be crippled. I would Suggest mounting the farseer on a jetbike and giving him fortune. When that unit turbo boost they receive a +3 invun save what can be re-roled. I used a similar army at last years school league in Nottingham.

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