Saturday, November 21, 2009

Tournament Profile: Clint's 'Dark Angels'

By Stelek

Note: Not actually Dark Angels. Objects in mirror might be closer than they appear.

Clint wisely decided to abandon the incredishitty DA Codex in favor of the Space Marine Codex.

He went with a powerful combo, that sadly only really functions at 2500 points. Lysander and Kantor.



Here is Clint's army list:

Pedro Kantor
Lysander

Sternguard x10, w/combi-meltax6,HFx2,1xPF, Drop Pod w/Locator
Sternguard x10, w/combi-meltax6,HFx2,1xPF, Drop Pod w/Locator

Terminator Assault Squad x10, LCx2, Thunder Shield x8

Scout Squad, Telion, Missile Launcher

Tactical Squad x10, Meltagun, Multi-melta, Rhino
Tactical Squad x10, Meltagun, Lascannon, Rhino

Assault Squad x5, Flamer, Drop Pod

Land Speeder w/MM+HF
Land Speeder w/MM+HF

Predator, AC+HB
Predator, AC+HB

Here is the slideshow:



Clint played:

Josh W's Tau Empire
Josh I's Blood Angels
Will's Black Templars
Jimmy's Biker Marines

13 comments:

Some Guy said...

Any way we can get some of the players to write more batreps, or explanations of how they ran their armies? The ones done so far have been interesting.

EzeKK said...

Could we get an explanation on why this is so powerful and effective? 

Also, how did this list do? Very well, just okay....

Stelek said...

Certainly.  Lysander + Kantor make the Sternguard quite difficult to beat down in CC, and they are annoying as hell when shooting at you.

Clint won with this list.

I'd love to get batreps, but I don't know if any will appear.  I will ask though.

Hailey & Clint Walker said...

Pedro and Lysander work great together because when coupled with the sternguard their special rules combine for a great effect. 
I put Lysander with one of the Sternguard in drop pods and drop both squads in turn one. Lysander gives the squad he is with his bolter drill re-rolls. they ussually do a lot of damage on the turn they drop. Inevitably they get counter charged. This is where Pedro who dropped his orbital bombardment on turn on when the enemy is usually nice and packed together, he moves up in a rhino to lend his everyone within 12 inches of my rhino gets +1 attack. Add that to Lysander's Strength 10 ap1 thunder hammer and the Sternguards 2 base attacks really makes them tough to get rid of by charging them. If you focus enough firepower to shoot them all then you are ignoring the rest of my army. Then come the 10 deepstriking terminators who don't scatter if within 6 inches of one of the drop pods and finish mopping up what's left. 

Reuben Timineri said...

So Kantor 'all fail all the time' wins eh?

matt vanselow said...

Here's why I think it looks effective, ezekk.

just being able to have a huge assault terminator squad with lysander teleporting in basically wherever you want. Lysander is hard as hell to kill let a lone a full squad of ass termies. and they'll probably drop in near kantor so they get one more attack which i guess is cheesy broken :)

Then also being able to have 2 sternguard squads drop in fist turn. and kantor makes them scoring with an extra attack.

That's just a mob of bad ass burliness that would be difficult for anything to hold up to in CC, Even looks like something a cheesy seer council would be afraid of.

Stelek said...

Indeed.  Kantor only works properly at 2500 points, sadly.  Combined with Lysander + Sternguard, really makes for a tough nut to crack.  You can't do that at 2000 or less.  Matt has it correct.  Read what Clint said.  It's no good at normal levels, but for 2.5k, man it's a nightmare.

Bigwalk said...

I rolled up Josh's Tau on the flank in the first game and by the time the Sternguard were mostly dead (which happens in most of my games) the termies were there to finish steam rolling the Tau. 
My second game with Josh I. and his Blood Angels was my most difficult game. Lysander and my sternguard got bogged down fighting a dreadnought that took 4 rounds of combat to kill with Lysander, a power fist and even 3 rounds after my Termies got in there with thunderhammers! I still scored in the midrange for battle points but I believe Josh did score more points than I did.
My third game against Will's Black Templars went pretty well for me. He held almost everything in reserve and I got a lucky break when his Crusader immobilised itself coming on the table with it's lightning claw termies and Chaplain. Lysander and Pedro proved their combo well there with Lysander mauling both Chaplains a full assoult squad and the termies. He just wouldn't go down unitl the very end. His being stubborn, having 4 attacks due to Pedro, and being an eternal warrior with 4 wounds makes him a beast in close combat. I was able to play to the Templars special rules and get them to fall back or forward off of objectives and pull out a decent win.
My final game against Jimmy's bike list o' doom was interesting to say the least. I will admit upfront that I don't think I out generaled Jimmy. His dice rols were absolutely horrid! After the end of the first turn, which I went first, I had killed 15 bikes! Including a couple from each of his command squads and an entire 5 bike squad that just happened to be a kill point and ended up completely under the orbital bombardment template. His command squads then charged my sternguard, and due to Jimmy completly whiffing it died horribly. then it was just a matter of preseving my units while chasing and shooting down his. With more horrible rolling on Jimmy's part of course. 

chris.bibliophile said...

uh, by my math this list is coming in about 35 pts over...

0range said...

By my count, it's 2500 spot on

Froggage said...

Clint played really well (it didn't hurt that he rolled well either) and was a gracious champ, props man.

Gavin said...

I had always looked at Lysander's Drill rule and scoffed, never thinking of the synergy with Sternguard. With that in mind, this list looks mad scary (as do all of the others from the Tournament). The only thing I really have a question about is the Assault Squad. Are they there for any perticular reason or just to fill points?

Stelek said...

They are there for 3 drop pods, so the 2 pods with sternguard can drop on turn 1.  ;)

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