HQ – Bjorn the Fellhanded w/ Helfrost Cannon
Drop
Pod
E – Murderfang
Drop
Pod
E – Venerable Dreadnought w/ Fenrisian Axe and
Blizzard Shield, Extra Armor
Drop
Pod
E – Venerable Dreadnought w/ Fenrisian Axe and
Blizzard Shield, Extra Armor
Drop
Pod
E – Venerable Dreadnought w/ Helfrost Cannon, Heavy
Flamer, Smoke Launchers, Greater Wolf Claw
Drop
Pod
E – Venerable Dreadnought w/ Helfrost Cannon, Heavy
Flamer, Smoke Launchers, Greater Wolf Claw
E – Venerable Dreadnought w/ Helfrost Cannon, Heavy
Flamer, Smoke Launchers, Greater Wolf Claw
E – Venerable Dreadnought w/ Plasma Cannon, Heavy
Flamer, Smoke Launchers, Greater Wolf Claw
E – Venerable Dreadnought w/ Plasma Cannon, Heavy
Flamer, Smoke Launchers, Greater Wolf Claw
Optional Final Points
Ally – Vindicare Assassin
Extra Armor for remaining Dreadnoughts + 2 Helfrost
Cannons OR Deathwind Launchers in Drop Pods (or any combination of the
upgrades).
OR
FA – 4 Thunder Wolves w/ Power Fist, Power Maul, 2 Storm
Shields
Welcome to the
Armored Company brothers! Today I will be presenting to you a list that is full
of our ancients and metal. A list that bathes the enemy in frigid ice and scalding
plasma. When our ancients aren’t unleashing torrents of frost and flame upon
our foes they are instead equipped with claws and axes, weapons to rip, rend,
tear, and split our enemies apart. The ancient’s service beyond the grave is a
powerful method to bring war to the alien and the traitor and to keep in line
our brothers astartes and human forces of the Imperium.
When fielding
this list begin your game by placing the mighty Bjorn along with two shielded
dreadnoughts onto the field to create an armored phalanx to prevent the advance
of our enemy or to force them to move in a direction more desirable for our
backfield forces to release volleys upon the enemy. If your enemy has forces
that present an immediate threat to our dreadnoughts, such as a Leman Russ
Battle Tank with a Punisher Cannon that is captained by Tank Commander Pask,
then I recommend bringing in the Venerable Dreadnought with the Helfrost Cannon
instead of a second Dreadnought with an axe and shield to destroy the threat
before it can decommission our brothers. I do not normally recommend dropping
Murderfang on the first turn. If our crazed brother is dropped on the first
turn then he becomes a target that must be dealt with immediately. However, if
we drop our other brothers first then the threat that they pose is much more
immediate than Murderfang’s. The only time I recommend bringing Murderfang in
first turn is if you can drop him far into the backfield into a ruin or behind
terrain that will protect him.
The most
important thing to remember with this list is to bring your forces forward.
While our dreadnoughts are deadly at ranged, it is much easier for our
opponents to bring larger guns to destroy the dreadnoughts rather than melee
weapons (unless you are facing deathstar Thunderwolves, in which case run away…fast…OH
GOD POWERFISTING…). While moving forward, fire everything you have. The only
time you do not unleash the torrent of our hatred is when the battery you can
bring to bear has a good chance to prevent your dreadnoughts from getting into
close combat. Our dreadnoughts are equipped with the mighty Wolf Claws in
various forms and weapon skill 5; this makes our dreadnoughts hit on 3s and
re-roll wounds, which often makes for a good number of strength 10 ap 2 wounds
on the foe.
The initial
group of Dreadnoughts offers 230 extra points that one can still use for other
upgrades or units. My recommendations are for you to use either a Vindicare
Assassin and upgrade all of your dreadnoughts/pods depending on what you will
face in your meta. Deathwind Launchers are perfect for taking out hordes, extra
armor makes your dreadnoughts still capable of moving forward, etc. The
Vindicare is a great unit for taking out the lone members in squads with the
weapons that are capable of harming our dreadnoughts. Many armies only allow
one melta weapon or one powerfist in a group and the Vindicare’s ability to
choose his targets makes him perfect for picking those members out and
eliminating them. However, if you feel like you need a unit that moves much
quicker and can take on almost anything in the game at current then the
Thunderwolves are a great option too. 5 Strength 10 AP 2 attacks on the charge
is nothing to sneeze at and the Power Maul option takes out many Xenos and
basic human factions with ease. The decision is ultimately up to you my
brothers.
I hope you have
found this data insightful brothers. I apologize for my absence in posting as
of late; I have had to study in materials other than the art of war and
howling. Until next time brothers: For Russ, for the Allfather, for the Wolf
Time.