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An Eldar suggestion to the monkeigh forces of the Imperium

Eldrad Ulthran, grand Farseer of Ulthwe has in his benevolence taken valuable time from
his quest to renew the Eldar people to their rightful place and instead focused his
considerable mind on the Imperium of Man. He has seen the growing taint of chaos in
those known as the Blood Angels, who once held as amiable a relationship with
Craftworld Ulthwe as is possible for such an uncouth race. Conditions such as the ‘Black
Rage’ and ‘Red Thirst’ show all the signs of the path to damnation and chaos. It has not
gone unnoticed that these signs have been occurring more rapidly as time progresses, there
are even whispers that Mephiston, Chief Librarian of the Blood Angels is on the path to
transcendence. Such a road will only lead to damnation and it pains Eldrad greatly that
Brother Calistarius as Mephiston was once known has begun the journey to chaos. For this
reason it has been deemed that you Castellan Creed shall be rewarded with a sliver of
Eldar military strategy. Below you will find the means to destroy any mustering of these
‘fallen angels’. How ironic that an army that goes by the moniker of ‘Devil’s Creed’ should
be the one to bring them back from the brink of their doom.
Logistics and tactical deployment for smaller scale skirmishes (1750 points)

HQ

Company Command Squad led by Lord Castellan Creed. (Your ability to inspire your men
and lead them through seemingly hopeless odds has impressed even Yriel.) Do not forget
to give orders (Up to 4 at 24’) and to use your tactical genius (by monkeigh standard) to
designate one unit or vehicle as having the scout rule during deployment. I would also
advise you bring Sergeant Kell along as he gives the men greater courage in obeying your
orders. (They will use Creed’s LD value for orders)

140 points (Company squad with Creed)

+85 (Kell)

Here is where I advise you to bring an astropath and an Officer of the Fleet; this allows
you to add +1 to your reserves and -1 from your enemies. Your outflanking units may also
reroll the dice for which edge they arrive from, you may also choose to make your opponent
reroll his outflank edge dice.

+30 (Astropath)

+30 (Officer of the fleet)

Do not waste valuable resources on materials such as carapace armour, you will be safe in
a transport and if it is necessary to disembark it is better to find cover than rely on armour
to stop a deadly round.

+10 (2xflamer) If the enemy seeks to approach you it is best to have a reliable means of
deterrent. Although your hardened veterans have reasonable aim (BS4) they are still prone
to missing (50:50). Flamers do not require such aim and have none of the drawbacks of your
primitive plasma based weapons.

+55 (Chimera) For ease of transport it would be wise to acquire a vehicle with considerable
armour, the Chimera is ideal for this as long as you never show your back! Replace both the
multi laser and heavy bolter with heavy flamers and this vehicle is now bristling with 2
flamers and 2 heavy flamers. Even hardened ceramite armour will fail to such a fire like
that of Khaine himself.
This will account for 380 of your 1750 credits, while it seems expensive know that you and
your unit are a force multiplier and are worth much more than this.
Troop

Infantry Platoon consisting of:

Platoon Commander, he will be issued a power fist to use in close combat (15) keep him
alive so that he can utilise this formidable weapon (This is a well known ork tactic)

Platoon Command Squad (30), it is advised to provide medipacks (30) to help this young
platoon commander to better survive the trials of the open battlefield. Again 3 flamers
should be provided (15) as this is not a fighting unit but more a force multiplier.

1st Infantry Squad: This is where your plan comes into effect this first infantry squad in the
platoon will consist of 9 men and a sergeant. They will be accompanied by a team of 1
lasscannon (20) Issue the sergeant a power weapon (10)

2nd Infantry Squad: This squad is kitted exactly as the 1st squad.

NB: These 2 units remain stationary at all times and only move to protect the platoon
command squad. Do not move if you don’t have to and try to use these 20 men to form a
barrier of safety around your PCS.

3rd Infantry squad: This is your objective taker and aggressive squad it will consist of a
Commissar (35) with power weapon (10) and a sergeant with power weapon (10). These men
are willing to die for the emperor.

4th squad: Same as 3rd squad, again they are objective takers, but do not throw their lives
away unnecessarily.

1 special weapons team keep this to 1 demolition charge and 2 flamers (When those
ceramite wearing marines come close enough fling the charge at them and watch as they are
engulfed in flames) As with all flamers keep this squad near your PCS to protect them.

1 heavy weapons team this will consist of 3 missile launchers and should be used to target
vehicles at long range or clustered groups of enemy soldiers.

Platoon total value: 510

--------------
1st Veteran Demolition (30) Squad This squad will take sergeant Harker along and use his
Catachan devils ability to obtain a forward position (if threatened by marines use the
demolition charge) try to get these men into good cover and use them as vehicle hunters
from that cover. Give 6 shotguns and 3 meltas.

Total cost 185 points

Total Troops cost: 695

Cost so far: 1075


Elite

Guardsman Marbo: Use him to ambush unexpecting groups of marines. When he comes in
from reserve place him 6’’ away from the largest group of marines that can be shot, if you
can make sure he is in cover. Since he cannot move or assault use this opportunity to throw
the D-charge (65)

Storm troopers: 9 and 1 sergeant using the airborne assault operation. Keep these in reserves
so that they can be dropped down next to unwitting marines and with amassed fire your hot
shot lasguns should kill 3-4 marines. Give two stormies meltaguns so that they can also
deep strike behind vehicles and explode them. (185)

Total: 1325
Fast Attack

Sentinel Scout Squadron (150) 3 sentinels with lascannons. Reserve them and use them to
outflank and ambush enemy vehicles. This will allow you to attack the vulnerable back
armour. Remember these reserved units benefit from the astropath.

Total: 1475
Heavy Support

Leman Russ Executioner (190) with Knight Commander Pask (50) lascannon (15) and camo
netting (20). Set him up in a good place at deployment and DO NOT MOVE HIM. He will
lay down punishing amounts of fire slaying anything he sets his sight on.

275 points

Total: 1750

Eldrad will be watching....


PS: Get more of these, I believe they will aid you greatly in fighting the taint of chaos.

CHIMERA!

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