HQ: Death Rider Command Squad (273): Heroic Senior Officer (MC Pwr Weap, Plasma Pis, Carapace Armour, Refractor Field, Medallion Crimson, Krak Grenade); Ridemasters x 4 (each with Carapace Armour, 1 Standard Bearer with Regimental Standard and Krak Grenade); All have Hunting Lances
Troops: Engineers (160): 10 engineers; gas grenades, mole launcher, demo-charge
Troops: Engineers (160): 10 engineers; gas grenades, mole launcher, demo-charge
Troops: Engineers (160): 10 engineers; gas grenades, mole launcher, demo-charge
Troops: Hades Hive Drill (50)
Troops: Hades Hive Drill (50)
Troops: Hades Hive Drill (50)
Elites: Grenadiers (189): Vet Watchmaster (MC Pwr Weap, Carapace Armour, Plasma Pis); 4 Grenadiers (2 x Melta Gun, 1 Heavy Flamer Team); Centaur (Extra Armour, Smoke Launchers, Rough Terrain Mod)
Elites: Grenadiers (189): Vet Watchmaster (MC Pwr Weap, Carapace Armour, Plasma Pis); 4 Grenadiers (2 x Melta Gun, 1 Heavy Flamer Team); Centaur (Extra Armour, Smoke Launchers, Rough Terrain Mod)
Fast Attack: Death Rider Squad (171): Vet Ridemaster (Carapace, Plasma Pis); 9 Deathriders; All have hunting lances
Fast Attack: Death Rider Squad (171): Vet Ridemaster (Carapace, Plasma Pis); 9 Deathriders; All have hunting lances
Fast Attack: Hellhound (121): Cammo Netting, Extra Armour
Heavy Support: Preliminary Bombardment (50)
Heavy Support: Leman Russ Vanquisher (206): Hull Lascannon, Sponson Heavy Bolters/Flamers, Cammo Netting, Extra Armour, Rough Terrain Mod
Points: 2000 Scoring Units: 3 KPs: 14, 23(Hard Boyz)
Tactics
Okay so here you have nearly as much as you can get into 2000 pts.
The engineers and drills are suppossed to deepstrike under objectives much like my last post. This time you just have more.
The Death Riders are suppossed to hit the enemy hard. Even Plague marines holding an objective should fall before them, as they are WS 4, S 5, I 5 power weapon attacks on the charge. So 1st turn you win the combat ideally as you kill more and then save even against Pwr Weaps with the 6+ inv. Plus a plasma pistol in each group should eliminate 1 guy before you arrive even. Make sure to utilize cover though, as you only have a 5+ armour save, but luckily a 6+ inv as well. Keep the DKK Com Sqd near others. Assault the hardest targets with them and a normal squad for the best results and a virtually guaranteed win of the 1st round of combat, which is the most important round anyways.
The grendiers are your fastest unit in the centaurs. Fill gaps with them, cover them with smoke, hunt high T/Armour targets with those melta guns. The Heavy flamer is to handle any larger infantry squads that get too close, and the watchmaster is a decent combat guy at WS 4 with a MC Pwr Weapon and 4 attacks on the charge (2+1+1), and the plasma pistol to boot.
The Prelimbombard is a fluffy and cost effective choice. What assault is not precceded by a Prelim?
The Hellhound is to take out any nasty infantry swarms, such as genestealers or orks mobz.
The Vanquisher is to deal with armour. It is essentially a 72 inch range Melta Weapon at BS 3. The Heavy Bolters/Flamers are a personal choice I leave up to you.
Both the tanks have cammo netting to fill the last 2 pt gap and make sure they survive any cheap shots at the start of the mission.