Monday, 21 June 2010

Escalation



I had originally hoped to make Escalation this year with a specialised project, however I fear I won't be able to complete the project in time. I might still go taking my Tofg Orks, but am not sure yet. However, having come up with an inspired theme for this list, I AM going to do it... it just might have to wait till Escalation 2011 to show itself off.

Escalation is a linked campaign. 500 points gets added per phase, My list is below.

Round 1
Platoon Command; vox, autocannon – 45
Squad 1 – 5 all identically equipped; plasmagun and autocannon – 375
Penal Legion Squad – 80

Round 2
Commissar Lord; power weapon, carapace armour, camo cloak, meltabombs – 105
Marbo – 65
Ratling Snipers – 30
Ratling Snipers – 30
Armoured Sentinal Squad – 165
Rough Rider Squad (10) – 105

Round 3
Primaris Psyker – 70
Veterans; carapace, 3xPlasmagun, vox – 150
Veterans; carapace, 3xPlasmagun, vox – 150
Vendetta – 130

Round 4
Platoon Command ; vox, meltagun - 45
Squad 1-5 all identically equipped; meltagun and missile launcher – 375
Penal Legion Squad – 80



Reasoning

This army is designed from a fluff point of view, much like the Bug Stompers Winds of War force. I am therefore working from a self restricted codex. I am trying to keep in theme, while still trying to maintain some competitiveness.

Round 1 is for combat patrol. There are plenty of scoring units for objective based games, while I can make it just 3 kill points for those missions. The infantry platoon will provide a solid firebase which can despatch light vehicles (with 10, 15 and 20 str 7 shots out to 48, 24 and 12 inch range respectively. The platoon is best suited to holding a home firebase while hoping the outflanking penal legion can attack the enemy position.

Round 2 I bring in a commissar lord who can keep that infantry blob in the fight as enemy firepower increases. The sentinals are good for light vehicles or infantry, chucking out 9 str 6 shots a turn. By making them armoured I can also guard a flank with them, as they will be far harder for most troops to defeat in combat than the scout version. Marbo can cause some disruption amongst the enemy, and the rough riders gives me a good assault unit to guard the other flank. The snipers will hopefully cause some pinning checks. I considered doing one squad of 6, but considered 6 ratlings just as easy to kill or see off as 3. At least with two units I force my enemy to fire twice, and can potentially pin two units rather than one.

Round 3 brings in some better troops, while the vendetta provides something that can hurt heavier tanks that are more likely to appear at this level. It also gives another way for me to take scoring units to the enemy. The primaries psyker will hopefully add a different dimension to my game, but he’s primarily there for fluff purposes.

Round 4 brings more troops, to bolster scoring units for objectives, and bolster the home firebase. Again in kill points I can reduce my numbers significantly, and by putting the commissar in one unit, close to the second, I can use his aura of discipline to keep 100 men in check. They are equipped with meltaguns and missile launchers to help deal with the heavier tanks that are probably becoming more prevalent at this level.

By round 4 I’ll have two large infantry blocks (or 10 squads) providing a home firebase, with two outflanking stubborn units to attack enemy positions. I’ll also have a couple of better skilled scoring units to try to advance on the enemy, or hitch a lift in the vendetta. I designed this army to the 1500 point level, and then had to add another 500. Hence the similarity between round 4 and round 1. What amuses me is that I have 2 HQ, 3 Elite, 6 Troop and 3 Fast Attack. And NO Heavy Support. Is this Ginge? Is this Guard? WTF?

4 comments:

  1. C'mon Ginge you know you want to go to escalation with me this year

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  2. I'm thinking about it... after how well received my Winds of War force was I'm reluctant to take a "normal" army... on the bright side my orks are at least a WELL PAINTED normal army :oP

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  3. I know this is buried now, but just out of interest Ginge, why take the platoon HQ voxes? Surely thy're useless in isolation?

    Fluff?

    - D.

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  4. The first platoon vox is useless for the first couple rounds, but when the veterans arrive they're toting voxcasters too. This means the second one also has a use - but only for the veterans.

    I don't typically take vox, as I found I wasn't using them regularly when I designed a list around the orders system - I'd inevitably always be twin linking heavy weapon teams and the points spent on voxes for squads were wasted. But with the nature of this tournament, needing everything in 500 point blocks... well when I had a spare 5 points I thought what the hell! :oP

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