So Castle Assault - 25 players, 5 games Swiss style, almost every race representing.
And the Space Dwarves are bringing in response:
BTS:Warrior Brotherhood Formation
9 Warrior units and one Heathguard -300
+ 4 Thunderer units - 150
+ 1 Grand Warlord - 125
Rhinos - Free
Total 575
So not the most tactically powerful of choices, bu I believe that a fluffy Squat list would never leave their stronghold without warriors and thunderers. Their purpose will be to act as a speedbump - taking fire instead of more important formations and generally getting in the way of anything trying to get at the artillery.
The Big Artillery Guns2 x Thunderfire AA - 100
2 x Goliath Mega Cannons - 300
Land Train - 200
+ Bomb Battle car -125
+ 3 x Bezerker Battle Car - 150
+ Living Ancestor - 50
Total - 525
Sitting back on the Blitz objectives, hopefully behind some sizable terrain, these formations will be doing the vast majority of the kills right from turn one. With 2 x Ignore Cover blast templates from the Golaiths and 2 x Macro Weapon blast templates from the Land Train, we're removing large chunks from big formations and infantry no matter where they hide. With three bezerker carts, the Land Train doubles as close combat protection for the Arty as well as being a very difficult unit to remove from the Blitz.
The Small Artillery Guns6 Thudd Guns - 225
6 Mole Mortars - 175
Garrisoning forward in any handy ruins, the thudds and the mortars usually start on overwatch. They are cheap-ish, have indirect fire and generally punch above their weight. They are usually the first to die, but garrisoned in 4+ cover save ruins they slow down the opposing army enough to be worth it.
The Air Wing4 x Iron Hawk Gyrocopter
+ 1 upgrade to Iron Hawk Scout - 225
4 x Iron Hawk Gyrocopter
+1 upgrade to Iron Hawk Scout -225
2 x Overlords - 475
A whole lot of pop-up skimmer work, that along with the Big Arty bring the other 50% of the pain. If the opposing army has a lot of drop pods and teleporters, they will begin the game encircling the arty to protect them. These formation bring an unholy amount of direct firepower to the table (18 battle cannons, 20 autocannons) but are fragile. I sometimes make tactical errors by committing them to early, meaning they are brought down before turn 4 when I need them to claim objectives.
The Wild CardBezerker Brotherhood
5 Bezerkers and one Hearthguard - 175
Termite Tunnellers - Free
Popping up on the opponent's blitz in turn 3 can be a rude shock and swing a couple of victory points my way. They don't always work, but for a mere 175 points it's worth the gamble.
Overall StrategyThis list has nice synergy between the two main arms:
1) The artillery sits back and damage large formations
2) The airwing has the speed to pop up and finish off the damaged units, one by one.
The airwing also utilizes the spotter rule to bring in Land Train strikes.
If it works, it works well. The airwing can 'protect' themselves by working together to take out any threats against them, one by one.
Weaknesses?
1) Fast, engaging armies that can get to my main artillery quickly.
2) Anything with lots of Aircraft as I lack a lot of AA
Looking over the opponents at:
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=95&t=30035I am confident against the guard and eldar armies.
I think I will have a touch-and-go battle with the marine teleporters/chaos drop pods/ necro teleporters.
I will struggle against the all tank minervans and titan armies.
Game on!