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Ordo Tempestus & Banehammer


N00bZilla1001

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Looking at all the changes to 9th Edition, I had an idea for a combining Militarum Tempestus and a Super-heavy tank (Banehammer or Doomhammer) for a casual game with friends. This strategy synergies the Superheavy transport capacity with the regimental benefits of Kappic Eagles, which (1) allows units to shoot heavy weapons without penalty (good for HSVG) and (2) gives +1 to hit for all units that disembark from a transport. Do you think this would be fun to play?

 

Total Command Points: 12

Super-Heavy Detachment: -3CP

Tank Aces: -1 CP

Advanced Counter Measures: -1 CP

Advanced Counter Measures: -1 CP

Remaining CP: 6

 

MT Regimental Doctrine - Kappic Eagles

WL Trait - Master Vox (can issues orders while embarked in a vehicle and up to 24 in)

Tank Aces: Superheavy Regimental Benefit(s) - Gunnery Expert & Jury-Rigged Repairs

 

*Made slight edits to the list, the Superheavy now includes Side Sponsors*

 

List using Doomhammer: 1500 pts

 

Tempestor Prime [WL]: 45 pts

     1x Rod of Command

Tempestor Prime #2: 45 pts

     1x Rod of Command

 

MT Command Squad #1: 80 pts

     4x Plasma Gun

MT Command Squad #2: 80 pts

     4x Meltagun

 

MT Scions #1: 140 pts

     10x Scions

       4x Plasma Gun 

       1x Plasma Pistol

       1x Vox Caster

MT Scions #2: 115 pts

     10x Scions

       4x HSVG

       1x Vox Caster

MT Scions #3: 115 pts

     10x Scions

       4x HSVG

       1x Vox Caster

 

Enginseer: 35 pts

 

Officer of the Fleet: 25 pts

 

Doomhammer: 520 pts

     1x Twin Heavy Bolter

     2x Sponsors (Lascannon + Twin HB)

 

Valkyrie #1: 150 pts

     2x Heavy Bolter

     2x Rocket Pods

     1x Multi-Laser

Valkyrie #2: 150 pts

     2x Heavy Bolter

     2x Rocket Pods

     1x Multi-Laser

 

 

 

List using Banehammer: 1495 pts

 

Tempestor Prime [WL]: 45 pts

     1x Rod of Command

Tempestor Prime #2: 45 pts

     1x Rod of Command

 

MT Command Squad #1: 80 pts

     4x Plasma Gun

MT Command Squad #2: 80 pts

     4x Meltagun

 

MT Scions #1: 140 pts

     10x Scions

       4x Plasma Gun 

       1x Plasma Pistol

       1x Vox Caster

MT Scions #2: 115 pts

     10x Scions

       4x HSVG

       1x Vox Caster

MT Scions #3: 115 pts

     10x Scions

       4x HSVG

       1x Vox Caster

 

Enginseer: 35 pts

 

Officer of the Fleet: 25 pts

 

Banehammer: 515 pts

     1x Twin Heavy Bolter

     2x Sponsors (Lascannon + Twin HB)

     1x Heavy Stubber

 

Valkyrie #1: 150 pts

     2x Heavy Bolter

     2x Rocket Pods

     1x Multi-Laser

Valkyrie #2: 150 pts

     2x Heavy Bolter

     2x Rocket Pods

     1x Multi-Laser

 

 

The idea of this list is that the Superheavy will act as a mobile firing range while transport Scions. If using the Banehammer, the Tremor Cannon will slow down the enemy advance, while if using the Doomerhammer its primary weapon ignores cover...  10 Scions can fire out of the Superheavy (8x HSVG), and the HSVG scions can fire without penalty due to the Kappic Regimental Benefits. In addition, due to Tank-Ace, the Supeheavy can re-roll one of results for its main cannon, and can repair potential wounds each turn. The Enginseer will ride in the Superheavy, and can also repair the tank when needed. Advanced Counter Measures will help keep the Valkyries alive. Valks synergize well with office of the fleet and Tactical Air Control Stratagem (added vox's to the scions to increase the usefulness). Valks can also use the Stratagem 'Hammer Blow' to also slow down the enemy advance. The goal is to attract fire with the Superheavy while strategically dropping down scions with the valkyries (+1 to hit, supercharging plasma). What do you think? Fun to play? Too fragile? 

 

If my math is correct--the doomhammer's main cannon can kill on average ~15 MEQ, when within 30in', while the Banehammer can kill approx ~10 (Not accounting for cover saves for the Banehammer)--this include sthe re-roll bonus from the regimental doctrines. Banehammer seems interesting in that it can slow down the enemy advance, but the Doomhammer appears more lethal and perhaps a better fit as it can provide some need Anti-tank capability. Thoughts? 

Edited by N00bZilla1001
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  • 3 weeks later...

Superheavies great fun - but lots of points in one place. They are (in  my opinion) crippled by not having invul save. 800pts of vehicles in 3 models means you need to remove anti-tank fast. 

 

Its going to look great on the table

 

In any list you need to think about what secondaries you are going to go for, and what you are going to give up.

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