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Iron Hands type Heavy Metal Assault Army


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Which list do you think is better?

Also Seem like a hard list till you add in the handicap which no other army that I know of has.I could play it as unbound but I like the theme and handicap.

Here's the rule.

THE SIEGE OBJECTIVE RULE

Space Marine Assault Vanguard forces are not casually assembled as a standard pattern of attack or deployment for a Space Marine Chapter, even for those that favour such apocalyptic warfare over other styles of conflict. Instead they are created for a highly specific purpose, most commonly the breaching of an enemy line or the taking of a heavily defended objective simply too important to a wider conflict to allow it to remain in enemy hands. In order to represent this in your games of Warhammer 40,000, a special Siege Objective is used in addition to any other objectives or victory conditions for the particular game you are playing.The Siege Objective is a 40mm marker, suitably modelled and provided by the Siege Assault Vanguard army player. This must be placed by his opponent within their deployment zone before deployment and before the game begins. The Siege Objective must be placed according to the rules for placing objectives provided on page 121 of the Warhammer 40k rulebook.The Siege Objective is controlled in the same manner as standard, but is worth no Victory points to either player. However, unless the Siege Assault Vanguard player either controls the Siege Objective at the end of the game, or has completely wiped out the enemy, they can never do better than draw the the game

 

 

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Steel Vultures (2000pts) 2000pt Space Marines: FW IA10 - Siege Assault Vanguard (2013), Inquisition: Codex (2013) v22 Roster (Combined Arms Detachment, Inquisitorial Detachment) Space Marines: FW IA10 - Siege Assault Vanguard (2013) (Combined Arms Detachment) Selections: (No Category)
  • Chapter Tactics (Codex: Space Marines p77)

    Iron Hands (Chapter Tactics: Machine Empathy, Chapter Tactics: The Flesh is Weak)

HQ (275pts)
  • Master of the Forge (90pts) (Codex: Space Marines p92)

    And They Shall Know No Fear, Blessings of the Omnissiah, Bolster Defences, Chapter Tactics, Independent Character

    Lord of the Armoury, Keeper of Relics (Lord of the Armoury, Relic of the Armoury)

    • Artificer Armour

      Bolt Pistol, Bolter, Frag Grenades, Krak Grenades

    • Servo-harness

      Flamer, Plasma Cutter, 2x Servo-arm

  • Siege Master (FW) (185pts) (Siege_Assault_Van.pdf p0)

    And They Shall Know No Fear, Chapter Tactics, Independent Character, Siege Master

    Iron Halo, Signum

    • Artificer Armour (70pts)

      Frag Grenades, Krak Grenades, Storm Shield (15pts), The Burning Blade (55pts) (Incandescent)

Elites (235pts)
  • Contemptor Mortis Dreadnought (FW) (235pts) (Imperial Armour II 2nd Ed p179)

    2x Kheres Pattern Assault Cannon (25pts), Atomantic Shielding, Cyclone Missile Launcher (35pts), Helical Targeting Array, Searchlight, Smoke Launchers

Troops (465pts)
  • Tactical Squad (155pts) (Codex: Space Marines p83)

    And They Shall Know No Fear, Chapter Tactics, Combat Squads

    Troops (Brethren of Ancients)

    • Razorback (75pts) (Codex: Space Marines p98)

      Searchlight, Smoke Launchers, Twin-linked Lascannon (20pts)

    • Sergeant

      Bolt Pistol, Chainsword, Power Armour, Frag & Krak Grenades

    • 3x Space Marine (42pts)

      3x Bolt Pistol, 3x Bolter, 3x Power Armour, Frag & Krak Grenades

    • Space Marine with Meltagun (24pts)

      Bolt Pistol, Meltagun, Power Armour, Frag & Krak Grenades

  • Tactical Squad (155pts) (Codex: Space Marines p83)

    And They Shall Know No Fear, Chapter Tactics, Combat Squads

    Troops (Brethren of Ancients)

    • Razorback (75pts) (Codex: Space Marines p98)

      Searchlight, Smoke Launchers, Twin-linked Lascannon (20pts)

    • Sergeant

      Bolt Pistol, Bolter, Power Armour, Frag & Krak Grenades

    • 3x Space Marine (42pts)

      3x Bolt Pistol, 3x Bolter, 3x Power Armour, Frag & Krak Grenades

    • Space Marine with Meltagun (24pts)

      Bolt Pistol, Meltagun, Power Armour, Frag & Krak Grenades

  • Tactical Squad (155pts) (Codex: Space Marines p83)

    And They Shall Know No Fear, Chapter Tactics, Combat Squads

    Troops (Brethren of Ancients)

    • Razorback (75pts) (Codex: Space Marines p98)

      Searchlight, Smoke Launchers, Twin-linked Lascannon (20pts)

    • Sergeant

      Bolt Pistol, Chainsword, Power Armour, Frag & Krak Grenades

    • 3x Space Marine (42pts)

      3x Bolt Pistol, 3x Bolter, 3x Power Armour, Frag & Krak Grenades

    • Space Marine with Meltagun (24pts)

      Bolt Pistol, Meltagun, Power Armour, Frag & Krak Grenades

Heavy Support (830pts)
  • Predator Tank Squadron (FW) (220pts) (Siege_Assault_Van.pdf p0)

    Relic of the Armoury (*)

    • Deimos Predator (FW) (110pts) (Imperial Armour II 2nd Ed p75)

      Searchlight, Smoke Launchers

      • Plasma Destroyer, Relic (35pts)

        Relic of the Armoury (*)

    • Deimos Predator (FW) (110pts) (Imperial Armour II 2nd Ed p75)

      Searchlight, Smoke Launchers

      • Plasma Destroyer, Relic (35pts)

        Relic of the Armoury (*)

  • Relic Sicaran Battle Tank (FW) (195pts) (Imperial Armour II 2nd Ed p79)

    2x Lascannons (40pts), Armoured Ceramite (20pts), Extra Armour, Heavy Bolter, Relic of the Armoury (*), Searchlight, Smoke Launchers, Twin-linked Accelerator Autocannon (Rapid Tracking)

  • Space Marine Rapier Weapons Battery (FW) (165pts) (Imperial Armour II 2nd Ed p202)
    • 3x Rapier w/ Laser Destroyer (165pts)

      Extremely Bulky (Tarantula) (Rapier & Crew)

      3x Laser Destroyer (Explosive Demise)

      • 6x Space Marine Crew

        And They Shall Know No Fear, Chapter Tactics

        6x Bolt Pistol, 6x Power Armour, Frag & Krak Grenades

  • Vindicator Tank Squadron (FW) (250pts) (Siege_Assault_Van.pdf p0)
    • Vindicator (125pts)

      Hull-mounted Demolisher Cannon, Searchlight, Smoke Launchers, Storm Bolter

    • Vindicator (125pts)

      Hull-mounted Demolisher Cannon, Searchlight, Smoke Launchers, Storm Bolter

Inquisition: Codex (2013) v22 (Inquisitorial Detachment) Selections: HQ (48pts)
  • Ordo Malleus Inquisitor (48pts)

    Independent Character, Stubborn

    Psyk-out Grenades (*)

    • Power Armour (23pts)

      Bolt Pistol, Daemonblade (15pts) (DAEMONIC POWERS), Frag and Krak Grenades

Elites (125pts)
  • Inquisitorial Henchmen Warband (125pts)
    • Crusader (15pts)

      Power Sword, Storm Shield (*)

    • Crusader (15pts)

      Power Sword, Storm Shield (*)

    • Death Cult Assassin (15pts)

      Uncanny Reflexes

      2x Power Sword

    • Death Cult Assassin (15pts)

      Uncanny Reflexes

      2x Power Sword

    • Death Cult Assassin (15pts)

      Uncanny Reflexes

      2x Power Sword

    • Death Cult Assassin (15pts)

      Uncanny Reflexes

      2x Power Sword

    • Rhino (35pts)

      Repair

      Smoke Launchers, Storm bolter

Profile Summary:
  • Name Unit Type WS BS S T W I A Ld Save Ref Crusader Infantry 4 3 3 3 1 3 1 8 5+/3++   Death Cult Assassin Infantry 5 3 4 3 1 6 2 8 5+/5++   Master of the Forge Infantry (Character) 4 5 4 4 2 4 2 10 2+ Codex: Space Marines p92 Ordo Malleus Inquisitor (Power Armour) Infantry (Character) 4 4 3 3 3 4 3 10 3+   Rapier Armoured Carrier Artillery - - - 7 2 - - - 3+ Imperial Armour II 2nd Ed p0 Siege Master Infantry (Character) 6 5 4 4 3 5 3 10 2+/4++ Siege_Assault_Van.pdf p0 Space Marine Infantry 4 4 4 4 1 4 1 8 3+ Codex: Space Marines p83 Space Marine Sergeant Infantry (Character) 4 4 4 4 1 4 1 8 3+ Codex: Space Marines p83
  • Name BS Front Side Rear HP Type Ref Deimos Predator 4 13 11 10 3 Tank Imperial Armour II 2nd Ed p0 Razorback 4 11 11 10 3 Tank, Transport Codex: Space Marines p98 Rhino 4 11 11 10 3 Vehicle (Tank, Transport)   Sicaran Battle Tank 4 13 12 12 3 Tank, Fast Imperial Armour II 2nd Ed p79 Vindicator 4 13 11 10 3 Tank Codex: Space Marines p101
  • Name WS BS S Front Side Rear I A HP Type Ref Contemptor-Mortis Dreadnought 4 4 7 13 12 10 4 2 3 Vehicle, Walker Imperial Armour II 2nd Ed p0
  • Name Description Ref Artificer Armour 2+ Armour Sv Codex: Space Marines p126 Atomantic Shielding 5+ Invul Sv against shooting/explosions; 6+ Invul Sv against close combat. If the Contemptor suffers a 'Vehicle Explodes' damage result, add +1" to blast radius. Imperial Armour II 2nd Ed p0 Ceramite Melta weapons do not roll an extra D6 armour penetration when shooting this vehicle at half range or less. Codex: Space Marines p126 Extra Armour Count Crew Stunned results as Crew Shaken instead. Codex: Space Marines p0 Helical Targeting Array Skyfire & Interceptor for that turn if the Contemptor-Mortis has remained stationary in the Movement phase Imperial Armour II 2nd Ed p0 Iron Halo 4+ Invul Sv Codex: Space Marines p124 Power Armour 3+ Armour Sv Codex: Space Marines p126 Searchlight Used when the Night Fighting rules are in effect. If a vehicle has a searchlight, it can, after firing all of its weapons, choose to illuminate its target with the searchlight. If it does so, it also illuminates itself. Illumination lasts until the end of the following turn. Illuminated units gain no benefit from the Night Fighting special rule. Warhammer 40k rulebook p0 Servo-harness 2x Servo-arms, Flamer, Plasma Cutter. In the Shooting phase, bearer can fire both harness-mounted weapons, or one harness-mounted weapon and another weapon. Codex: Space Marines p125 Signum At the start of the Shooting phase, a model witl1 a signum can choose to use it instead of shooting. If he does so, one model in his squad is Ballistic Skill 5 for the remainder of the Shooting phase. Declare that the signum is being used before any rolls To Hit are made. Codex: Space Marines p125 Smoke Launchers Once per game, instead of shooting or moving Flat Out (or Running in the case of Walkers), a vehicle with smoke launchers can trigger them. Place some cotton wool or some other appropriate counter next to the vehicle to show it is obscured. The vehicle may not fire any of its weapons in the same turn as it used smoke launchers, but counts as obscured in the next enemy Shooting phase, receiving a 5+ cover save. After the enemy’s Shooting phase, the smoke disperses with no further effect. Note that a vehicle may still use smoke launchers even if has suffered a Crew Shaken or Stunned result or it does not have any shooting weapons. Warhammer 40k rulebook p0 Storm Shield 3+ Invul Sv. Cannot claim +1 A for having two Melee weapons in an assault. Codex: Space Marines p125
  • Name Range Strength AP Type Ref Accelerator Autocannon 48 7 4 Heavy 6, Rending, Rapid Tracking Imperial Armour II 2nd Ed p79 Bolt Pistol 12 4 5 Pistol Codex: Space Marines p0 Bolter 24 4 5 Rapid Fire Codex: Space Marines p0 Close Combat Weapon - User - Melee Warhammer 40k rulebook p0 Cyclone Missile Launcher (Frag) 48 4 6 Heavy 2, 3" Blast Codex: Space Marines p64 Cyclone Missile Launcher (Krak) 48 8 3 Heavy 2 Codex: Space Marines p64 Daemonblade - User - Melee, Two-handed, Daemonic Powers   Demolisher Siege Cannon 24 10 2 Ordnance 1, 5" Blast Codex: Space Marines p121 Flamer Template 4 5 Assault 1 Codex: Space Marines p0 Frag Grenades 8" 3 - Assault 1, 3" Blast Warhammer 40k rulebook p0 Heavy Bolter 36 5 4 Heavy 3 Imperial Armour Apocalypse 2013 p134 Kheres Pattern Assault Cannon 24 6 4 Heavy 6, Rending Imperial Armour II 2nd Ed p0 Krak Grenades 8" 6 4 Assault 1 Warhammer 40k rulebook p0 Lascannon 48 9 2 Heavy 1 IA1 2nd Ed p268 Laser Destroyer 36 9 2 Ordnance 1, Twin-linked Imperial Armour II 2nd Ed p0 Meltagun 12 8 1 Assault 1, Melta Codex: Space Marines p0 Plasma Cutter 12 7 2 Assault 1, Gets Hot, Twin-linked Codex: Space Marines p125 Plasma Destroyer 36 7 2 Heavy 3, 3" Blast Imperial Armour Apocalypse 2013 p21 Power Sword - User 3 Melee   Rapier Explosive Demise Template 3 - 5" Blast, centred on Rapier Imperial Armour II 2nd Ed p0 Servo-arm - x2 1 Melee, Specialist Weapon, Unwieldy Codex: Space Marines p122 Storm Bolter 24 4 5 Assault 2 Imperial Armour Apocalypse 2013 p134 Storm bolter 24" 4 5 Assault 2   The Burning Blade - +3 2 Melee, Blind, Incandescent Codex: Space Marines p127
Roster Rule Summary:
  • Siege Objective: (Siege_Assault_Van.pdf p0)

Selection Rule Summary:
  • And They Shall Know No Fear: (Codex: Space Marines p51)

  • Blessings of the Omnissiah: (Codex: Space Marines p92)

  • Bolster Defences: (Codex: Space Marines p92)

  • Brethren of Ancients: (Siege_Assault_Van.pdf p0)

  • Chapter Tactics: (Codex: Space Marines p77)

  • Chapter Tactics: Machine Empathy: (Codex: Space Marines p78)

  • Chapter Tactics: The Flesh is Weak: (Codex: Space Marines p78)

  • Combat Squads: (Codex: Space Marines p51)

  • Explosive Demise: (Imperial Armour II 2nd Ed p0)

  • Extremely Bulky (Tarantula) (Rapier & Crew): (Warhammer 40k rulebook p35)

  • Incandescent: (Codex: Space Marines p127)

  • Independent Character: Independent Characters can join and leave other units that do not contain vehicles or Monstrous Creatures. Independent Characters may join with other Independent Characters to form a powerful multi-character unit.
    An Independent Character counts as having joined a unit if he ends his move within 2" of them, if he is within 2" of more than one unit you must declare which unit he is joining.
    An Independent Character may leave his unit and join another one in the same movement phase, but he may not join a unit in any other phase.
    An Independent Character cannot join or leave a unit that is locked in combat or falling back, he also may not leave a unit that has gone to ground.

    Look out Sir is taken on a 2+.

    If a unit with an Independent Character in it has fallen to below 25%, they test as if they had 25% remaning.

    When an Independent Character joins a unit he looses all special rules that the unit does not have unless the rule says it applys to the unit (eg Stubborn) and vice versa.

    If the unit is suffering from ongoing effects (eg blind, soul blaze) and the Independent Character leaves the unit, he is still suffering from those effects as well, but they to not transfer to a new unit he joins. (BRB 2014 p166)

  • Lord of the Armoury: (Codex: Space Marines p92)

  • Rapid Tracking: (Imperial Armour II 2nd Ed p79)

  • Relic of the Armoury: (FW fire-raptor PDF p0)

  • Siege Master: (Siege_Assault_Van.pdf p0)

  • Storm Shield: 3+ Inv Save

  • Stubborn: Ignore negative Leadership modifiers during Morale and Pinning tests. (BRB 2014 p172)

  • Uncanny Reflexes: 5++ invulnerable save

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Steel Vultures (1997pts)

2000pt Space Marines: FW IA10 - Siege Assault Vanguard (2013), Fortifications and Stronghold Assault (2013) v2 Roster (Combined Arms Detachment, Fortification Detachment)

Space Marines: FW IA10 - Siege Assault Vanguard (2013) (Combined Arms Detachment) Selections:

(No Category)
  • Chapter Tactics (Codex: Space Marines p77)

    Iron Hands (Chapter Tactics: Machine Empathy, Chapter Tactics: The Flesh is Weak)




HQ (275pts)
  • Master of the Forge (90pts) (Codex: Space Marines p92)

    And They Shall Know No Fear, Blessings of the Omnissiah, Bolster Defences, Chapter Tactics, Independent Character


    Lord of the Armoury, Keeper of Relics (Lord of the Armoury, Relic of the Armoury)


    • Artificer Armour

      Bolt Pistol, Bolter, Frag Grenades, Krak Grenades



    • Servo-harness

      Flamer, Plasma Cutter, 2x Servo-arm




  • Siege Master (FW) (185pts) (Siege_Assault_Van.pdf p0)

    And They Shall Know No Fear, Chapter Tactics, Independent Character, Siege Master


    Iron Halo, Signum


    • Artificer Armour (70pts)

      Frag Grenades, Krak Grenades, Storm Shield (15pts), The Burning Blade (55pts) (Incandescent)





Elites (235pts)
  • Contemptor Mortis Dreadnought (FW) (235pts) (Imperial Armour II 2nd Ed p179)

    2x Kheres Pattern Assault Cannon (25pts), Atomantic Shielding, Cyclone Missile Launcher (35pts), Helical Targeting Array, Searchlight, Smoke Launchers




Troops (465pts)
  • Tactical Squad (155pts) (Codex: Space Marines p83)

    And They Shall Know No Fear, Chapter Tactics, Combat Squads


    Troops (Brethren of Ancients)


    • Razorback (75pts) (Codex: Space Marines p98)

      Searchlight, Smoke Launchers, Twin-linked Lascannon (20pts)



    • Sergeant

      Bolt Pistol, Chainsword, Power Armour, Frag & Krak Grenades



    • 3x Space Marine (42pts)

      3x Bolt Pistol, 3x Bolter, 3x Power Armour, Frag & Krak Grenades



    • Space Marine with Meltagun (24pts)

      Bolt Pistol, Meltagun, Power Armour, Frag & Krak Grenades




  • Tactical Squad (155pts) (Codex: Space Marines p83)

    And They Shall Know No Fear, Chapter Tactics, Combat Squads


    Troops (Brethren of Ancients)


    • Razorback (75pts) (Codex: Space Marines p98)

      Searchlight, Smoke Launchers, Twin-linked Lascannon (20pts)



    • Sergeant

      Bolt Pistol, Bolter, Power Armour, Frag & Krak Grenades



    • 3x Space Marine (42pts)

      3x Bolt Pistol, 3x Bolter, 3x Power Armour, Frag & Krak Grenades



    • Space Marine with Meltagun (24pts)

      Bolt Pistol, Meltagun, Power Armour, Frag & Krak Grenades




  • Tactical Squad (155pts) (Codex: Space Marines p83)

    And They Shall Know No Fear, Chapter Tactics, Combat Squads


    Troops (Brethren of Ancients)


    • Razorback (75pts) (Codex: Space Marines p98)

      Searchlight, Smoke Launchers, Twin-linked Lascannon (20pts)



    • Sergeant

      Bolt Pistol, Chainsword, Power Armour, Frag & Krak Grenades



    • 3x Space Marine (42pts)

      3x Bolt Pistol, 3x Bolter, 3x Power Armour, Frag & Krak Grenades



    • Space Marine with Meltagun (24pts)

      Bolt Pistol, Meltagun, Power Armour, Frag & Krak Grenades





Heavy Support (830pts)
  • Predator Tank Squadron (FW) (220pts) (Siege_Assault_Van.pdf p0)

    Relic of the Armoury (*)


    • Deimos Predator (FW) (110pts) (Imperial Armour II 2nd Ed p75)

      Searchlight, Smoke Launchers


      • Plasma Destroyer, Relic (35pts)

        Relic of the Armoury (*)




    • Deimos Predator (FW) (110pts) (Imperial Armour II 2nd Ed p75)

      Searchlight, Smoke Launchers


      • Plasma Destroyer, Relic (35pts)

        Relic of the Armoury (*)





  • Relic Sicaran Battle Tank (FW) (195pts) (Imperial Armour II 2nd Ed p79)

    2x Lascannons (40pts), Armoured Ceramite (20pts), Extra Armour, Heavy Bolter, Relic of the Armoury (*), Searchlight, Smoke Launchers, Twin-linked Accelerator Autocannon (Rapid Tracking)



  • Space Marine Rapier Weapons Battery (FW) (165pts) (Imperial Armour II 2nd Ed p202)
    • 3x Rapier w/ Laser Destroyer (165pts)

      Extremely Bulky (Tarantula) (Rapier & Crew)


      3x Laser Destroyer (Explosive Demise)


      • 6x Space Marine Crew

        And They Shall Know No Fear, Chapter Tactics


        6x Bolt Pistol, 6x Power Armour, Frag & Krak Grenades





  • Vindicator Tank Squadron (FW) (250pts) (Siege_Assault_Van.pdf p0)
    • Vindicator (125pts)

      Hull-mounted Demolisher Cannon, Searchlight, Smoke Launchers, Storm Bolter



    • Vindicator (125pts)

      Hull-mounted Demolisher Cannon, Searchlight, Smoke Launchers, Storm Bolter





Fortifications and Stronghold Assault (2013) v2 (Fortification Detachment) Selections:

Fortification (170pts)
  • Vengeance Weapons Battery (170pts) (Stronghold Assault p0)

    Repel the Enemy, Sentry Defence System


    2x Battle Cannon (170pts)




Profile Summary:


  • Name

    Unit Type

    WS

    BS

    S

    T

    W

    I

    A

    Ld

    Save

    Ref

    Master of the Forge

    Infantry (Character)

    4

    5

    4

    4

    2

    4

    2

    10

    2+

    Codex: Space Marines p92

    Rapier Armoured Carrier

    Artillery

    -

    -

    -

    7

    2

    -

    -

    -

    3+

    Imperial Armour II 2nd Ed p0

    Siege Master

    Infantry (Character)

    6

    5

    4

    4

    3

    5

    3

    10

    2+/4++

    Siege_Assault_Van.pdf p0

    Space Marine

    Infantry

    4

    4

    4

    4

    1

    4

    1

    8

    3+

    Codex: Space Marines p83

    Space Marine Sergeant

    Infantry (Character)

    4

    4

    4

    4

    1

    4

    1

    8

    3+

    Codex: Space Marines p83



  • Name

    BS

    Front

    Side

    Rear

    HP

    Type

    Ref

    Deimos Predator

    4

    13

    11

    10

    3

    Tank

    Imperial Armour II 2nd Ed p0

    Razorback

    4

    11

    11

    10

    3

    Tank, Transport

    Codex: Space Marines p98

    Sicaran Battle Tank

    4

    13

    12

    12

    3

    Tank, Fast

    Imperial Armour II 2nd Ed p79

    Vengeance Weapons Battery

    2

    14

    14

    14

     

    Impassable Building

    Stronghold Assault p0

    Vindicator

    4

    13

    11

    10

    3

    Tank

    Codex: Space Marines p101



  • Name

    WS

    BS

    S

    Front

    Side

    Rear

    I

    A

    HP

    Type

    Ref

    Contemptor-Mortis Dreadnought

    4

    4

    7

    13

    12

    10

    4

    2

    3

    Vehicle, Walker

    Imperial Armour II 2nd Ed p0



  • Name

    Description

    Ref

    Artificer Armour

    2+ Armour Sv

    Codex: Space Marines p126

    Atomantic Shielding

    5+ Invul Sv against shooting/explosions; 6+ Invul Sv against close combat. If the Contemptor suffers a 'Vehicle Explodes' damage result, add +1" to blast radius.

    Imperial Armour II 2nd Ed p0

    Ceramite

    Melta weapons do not roll an extra D6 armour penetration when shooting this vehicle at half range or less.

    Codex: Space Marines p126

    Extra Armour

    Count Crew Stunned results as Crew Shaken instead.

    Codex: Space Marines p0

    Helical Targeting Array

    Skyfire & Interceptor for that turn if the Contemptor-Mortis has remained stationary in the Movement phase

    Imperial Armour II 2nd Ed p0

    Iron Halo

    4+ Invul Sv

    Codex: Space Marines p124

    Power Armour

    3+ Armour Sv

    Codex: Space Marines p126

    Searchlight

    Used when the Night Fighting rules are in effect. If a vehicle has a searchlight, it can, after firing all of its weapons, choose to illuminate its target with the searchlight. If it does so, it also illuminates itself. Illumination lasts until the end of the following turn. Illuminated units gain no benefit from the Night Fighting special rule.

    Warhammer 40k rulebook p0

    Servo-harness

    2x Servo-arms, Flamer, Plasma Cutter. In the Shooting phase, bearer can fire both harness-mounted weapons, or one harness-mounted weapon and another weapon.

    Codex: Space Marines p125

    Signum

    At the start of the Shooting phase, a model witl1 a signum can choose to use it instead of shooting. If he does so, one model in his squad is Ballistic Skill 5 for the remainder of the Shooting phase. Declare that the signum is being used before any rolls To Hit are made.

    Codex: Space Marines p125

    Smoke Launchers

    Once per game, instead of shooting or moving Flat Out (or Running in the case of Walkers), a vehicle with smoke launchers can trigger them. Place some cotton wool or some other appropriate counter next to the vehicle to show it is obscured. The vehicle may not fire any of its weapons in the same turn as it used smoke launchers, but counts as obscured in the next enemy Shooting phase, receiving a 5+ cover save. After the enemy’s Shooting phase, the smoke disperses with no further effect. Note that a vehicle may still use smoke launchers even if has suffered a Crew Shaken or Stunned result or it does not have any shooting weapons.

    Warhammer 40k rulebook p0

    Storm Shield

    3+ Invul Sv. Cannot claim +1 A for having two Melee weapons in an assault.

    Codex: Space Marines p125



  • Name

    Range

    Strength

    AP

    Type

    Ref

    Accelerator Autocannon

    48

    7

    4

    Heavy 6, Rending, Rapid Tracking

    Imperial Armour II 2nd Ed p79

    Battle Cannon

    72

    8

    3

    Ordnance 1, 5" Blast

    Stronghold Assault p0

    Bolt Pistol

    12

    4

    5

    Pistol

    Codex: Space Marines p0

    Bolter

    24

    4

    5

    Rapid Fire

    Codex: Space Marines p0

    Close Combat Weapon

    -

    User

    -

    Melee

    Warhammer 40k rulebook p0

    Cyclone Missile Launcher (Frag)

    48

    4

    6

    Heavy 2, 3" Blast

    Codex: Space Marines p64

    Cyclone Missile Launcher (Krak)

    48

    8

    3

    Heavy 2

    Codex: Space Marines p64

    Demolisher Siege Cannon

    24

    10

    2

    Ordnance 1, 5" Blast

    Codex: Space Marines p121

    Flamer

    Template

    4

    5

    Assault 1

    Codex: Space Marines p0

    Frag Grenades

    8"

    3

    -

    Assault 1, 3" Blast

    Warhammer 40k rulebook p0

    Heavy Bolter

    36

    5

    4

    Heavy 3

    Imperial Armour Apocalypse 2013 p134

    Kheres Pattern Assault Cannon

    24

    6

    4

    Heavy 6, Rending

    Imperial Armour II 2nd Ed p0

    Krak Grenades

    8"

    6

    4

    Assault 1

    Warhammer 40k rulebook p0

    Lascannon

    48

    9

    2

    Heavy 1

    IA1 2nd Ed p268

    Laser Destroyer

    36

    9

    2

    Ordnance 1, Twin-linked

    Imperial Armour II 2nd Ed p0

    Meltagun

    12

    8

    1

    Assault 1, Melta

    Codex: Space Marines p0

    Plasma Cutter

    12

    7

    2

    Assault 1, Gets Hot, Twin-linked

    Codex: Space Marines p125

    Plasma Destroyer

    36

    7

    2

    Heavy 3, 3" Blast

    Imperial Armour Apocalypse 2013 p21

    Rapier Explosive Demise

    Template

    3

    -

    5" Blast, centred on Rapier

    Imperial Armour II 2nd Ed p0

    Servo-arm

    -

    x2

    1

    Melee, Specialist Weapon, Unwieldy

    Codex: Space Marines p122

    Storm Bolter

    24

    4

    5

    Assault 2

    Imperial Armour Apocalypse 2013 p134

    The Burning Blade

    -

    +3

    2

    Melee, Blind, Incandescent

    Codex: Space Marines p127


Roster Rule Summary:

  • Siege Objective: (Siege_Assault_Van.pdf p0)




Selection Rule Summary:

  • And They Shall Know No Fear: (Codex: Space Marines p51)




  • Blessings of the Omnissiah: (Codex: Space Marines p92)




  • Bolster Defences: (Codex: Space Marines p92)




  • Brethren of Ancients: (Siege_Assault_Van.pdf p0)




  • Chapter Tactics: (Codex: Space Marines p77)




  • Chapter Tactics: Machine Empathy: (Codex: Space Marines p78)




  • Chapter Tactics: The Flesh is Weak: (Codex: Space Marines p78)




  • Combat Squads: (Codex: Space Marines p51)




  • Explosive Demise: (Imperial Armour II 2nd Ed p0)




  • Extremely Bulky (Tarantula) (Rapier & Crew): (Warhammer 40k rulebook p35)




  • Incandescent: (Codex: Space Marines p127)




  • Independent Character: (Warhammer 40k rulebook p39)




  • Lord of the Armoury: (Codex: Space Marines p92)




  • Rapid Tracking: (Imperial Armour II 2nd Ed p79)




  • Relic of the Armoury: (FW fire-raptor PDF p0)




  • Repel the Enemy: (Warhammer 40k rulebook p110)




  • Sentry Defence System: (Stronghold Assault p0)




  • Siege Master: (Siege_Assault_Van.pdf p0)



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Ok hows this list look. Advise wanted.

 

 

 

 

+ HQ +
* Siege Master/The Burning Blade (Incandescent)

+ Elites +
* Contemptor Mortis Dreadnought
2x Kheres Pattern Assault Cannon, Atomantic Shielding, Cyclone Missile Launcher, Helical Targeting Array

+ Troops +
* Tactical Squad
* Razorback/Twin-linked Lascannon
* Sergeant
* 4x Space Marine
3x Bolt Pistol, 3x Bolter,Meltagun

 

* Tactical Squad
* Razorback/Twin-linked Plasmagun, Lascannon
* Sergeant
* 4x Space Marine
3x Bolt Pistol, 3x Bolter,Meltagun

 

* Tactical Squad
* Razorback/Twin-linked Twin-linked Assault Cannon
* Sergeant
* 4x Space Marine
3x Bolt Pistol, 3x Bolter,Meltagun

 

+ Heavy Support + (710pts)

 

* Relic Sicaran Battle Tank (195pts)
2x Lascannons, Armoured Ceramite, Extra Armour, Heavy Bolter, Relic of the Armoury (*), Searchlight, Smoke Launchers, Twin-linked Accelerator Autocannon (Rapid Tracking)

 

* Space Marine Rapier Weapons Battery (FW) (165pts)
* 3x Rapier w/ Laser Destroyer
* 6x Space Marine Crew

 

* Thunderfire Cannon (100pts)

 

* Vindicator Tank Squadron (FW) (250pts)
*x2 Vindicators

 

Inquisition: Codex (2013) v22 (Inquisitorial Detachment) Selections:

 

+ HQ + (48pts)

 

* Ordo Malleus Inquisitor (48pts)
Psyk-out Grenades (*)Car. Armour, Bolt Pistol, Daemonblade (DAEMONIC POWERS), Frag and Krak Grenades

 

+ Elites + (278pts)

 

* Inquisitorial Henchmen Warband (139pts)
* Acolyte with , Meltagun
* Crusader
*2x Death Cult Assassin
* Psyker
* Razorback
Psybolt Ammunition, Smoke Launchers, Twin Linked Assault Cannon

 

* Inquisitorial Henchmen Warband (139pts)

 

* Acolyte with , Meltagun
* Crusader
*2x Death Cult Assassin
* Psyker
* Razorback
Psybolt Ammunition, Smoke Launchers, Twin Linked Assault Cannon

* Aegis Defense Line (50pts)

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Seems like a reasonably strong list; the Sicaran, Rapier, TFC, Contemptor Mortis, etc, are all good units and it's got a lot of ObSec units to hold ground with. However, the Siege Objective is an amazingly crippling special rule- it essentially always means that your opponent has a chance of forcing a draw against you, and an easy chance at that (since the objective is buried inside their deployment zone.) All things considered, I'd probably rank this as a midrange 2.

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Yer a lot of folks don't realize how much of a handicap that is.

 

The SAV army list itself is on par with Armor company list, but when you add in Siege Objective it becomes something else. If you don't capture the siege objective, the best you can do is tie. Unless you table them, that's always a victory. The fact that you can be holding 6 objectives at a time and tie because the last one is being contested kinda sucks,your opponent gets to place a marker in the far back corner away from everything else (and possibly walled off entirely) and you then need to commit as many units to it as possible to slog across the board without bikes, scouts, or drop pods because if you don't reach it and kill every single enemy unit on the board that can reach it too - you can't win.

 

The theme and play style are so fun though that it's worth it to play

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