Monday, 9 January 2012

3000p List - "Thunder Brigade" for the Oribella VII Battle of Little Red

Praetorian Expeditionary Officers and Imperial Allied Commanders of His most gracious Imperial Guard.

Presently elements of the the 1st of foot (Macharian Thunder Guard) and support regiments will depart en rout to the xeric single-biome planet of Oribella VII - known by the imperial indigenous as 'Rubella' (Little Red). A small cohort of fanatical Space Marines have been designated 'Renegade' by the illustrious Inquisitor Lady Marwood and it has fallen to my subordinate Colonel Lord Praetori (Honorifica Imperialis, Order of Macharious, Knight of Medusaand his boys to reconcile their souls to the mighty Emperor. I have personally received credible intelligence that the enemy relies on orbital drop pod assault tactics and utilises master crafted melta, flamer and thunder hammer weapons. 

I have noted much recent correspondence on the matter of task force formation. As such, I earnestly supplicate you, my fellow senior officers, to weigh the following brigade formation for the prior mentioned mission and submit you sentiments (if any) post-hast. 

As the Emperor protects, so must we.

(Acting)Brigadier-General Ackland. 








* As my opponent is a close friend we allow eachother great latitude in the formation of our lists, hence the mixture of FW Imperial Armour rules with the standard guard codex.


>Start List>

Command- 

Colonel Lord A.G. Praetori (CA Straken)
Officer of the Fleet
Master of Ordinance
Regimental Standard

Support-
Blues and Imperial Dragoon Guard (CA Death Riders DKOK rules)*
Captain Mickelwhite (CA Mogul Kamir)*
Troop of 10 armed with hunting lances.

Macharian Storm Troopers 
Sargent Hunt, plasma pistol, bolt gun.
Troop of 10, 2 plasma guns.

Ratling Sniper Corp.
Team of 10.

Audacious (Rifle) Company, 1st of Foot- (understrength)

Company Command
Major Holtman, power fist. 
Grenade launcher.  

1st Platoon 
Command
Lieutenant Williams, power weapon, bolt pistol.
Melta gun .

Rifle Squad 1
Plasma gun, heavy bolter.

Rifle Squad 2
Flamer.

Rifle Squad 3
Meltagun, Missile Launcher.

2nd Platoon 
Command
Lieutenant Lady Reeve, power weapon, bolt pistol.
Flamer.

Rifle Squad 1
Plasma gun, heavy bolter.

Rifle Squad 2
Grenade launcher, autocannon.

3rd Platoon 
Command
Lieutenant Creswell, power weapon, bolt pistol.
Grenade launcher.

Rifle Squad 1
Flamer, lascannon.

Special Weapon Squad 
x3 Meltaguns.

Rifle Squad 3
Grenade launcher, lascannon.

Courageous (Heavy Weapon) Company, 1st of Foot- (half of the company)

1st Platoon 
Heavy weapon Squad 1
x3 Lascannons.

Heavy weapon Squad 2
x3 Lascannons.

Heavy weapon Squad 3
x3 Lascannons.

3rd Platoon 
Heavy weapon Squad 1
x3 Mortars.

Heavy weapon Squad 2
x3 Mortars.

Imperious (Field Artillery) Company, 1st of Foot- (half of the company)

Weapons battery 1 
x3 Heavy Mortars (DKOK rules)* (CA Elite choice)

Weapons battery 3 
x2 Earthshaker Emplacements (DKOK rules)* (CA HS choice)

Thunder Guard Armoured Column- (half a company)

Tank Squadron 52
Leman Russ Executioner 521, lascannon, x2 plasma cannons, heavy Stubber.
Leman Russ Executioner 523, lascannon, heavy Stubber.

Tank Squadron 53
Leman Russ Vanquisher 531, Lascannon.
Leman Russ Battle Tank 532, Lascannon.
Leman Russ  Battle Tank 533Lascannon.


>End List<

5 comments:

  1. Sound's good Sir,

    Should be able to give those traitors a run for their money.

    ReplyDelete
  2. Looks good, and you have drawn my attention to the DKOK army list! It makes for interesting reading, particularly ws4 RR with an invulnerable save and re-roll difficult terrain.

    ReplyDelete
  3. Thank you my good Commissar, we will do our best.

    -Winterborne, also I like the close combat weapon & pistol & hunting lance kit-out. After the lance has been used they revert to 2 close combat weapons, very useful. Add to that Kamir's Furious charge and fearless and they are going to be a pretty wild unit (although technically it is not legal to having Kamir with DKOK). Order them to "MOVE! MOVE! MOVE!" and its likely you can charge a unit 24" away -which is why I didn't take special weapons. Im just waiting until I have enough made for the apocalypse list, so they can have 4+ invulnerable's when they run.

    ReplyDelete
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    ReplyDelete
  5. Yeah being able to charge 24 away I'd pretty useful, that cavalry can run and still charge makes them rather dangerous. Only downside to kamir is the rage meaning you might not have that much control over them. Wait. That's almost like real historical cavalry!! If only you could chuck a priest on a horse too...

    ReplyDelete