Friday, October 24, 2008

Macharian Crusade Week 3

Another epic battle this week, as the Catachans did their part to push the 6th army through the Christos battlezone. The rogue band of world eaters who had fled to Elinia following the Horus Heresy were once more baited into a ferocious charge, but this time the imperial line held and the traitor marines were contained and effectively defeated. After being delayed by bad intelligence and poor planning on several key occasions in the fight for control of the system, Kariyapa requisitioned himself a Chimera and accompanied a squad of his finest veterans straight into the heart of the enemy. He ordered his remaining on-world forces to assemble into the forested highlands to the south of the enemy bastion for a final assault. Fighting in their element, the veterans and elite jungle fighters took up ambush positions amidst the thick underbrush while the armor and heavy weapons held back and zeroed in on the treeline where the enemy would emerge. At the spearhead of the initial attack, a land raider full of traitor terminators burst from cover heading directly towards the forward guns. Kariyapa and his bodyguard surged forward in their chimera to intercept. The veterans disembarked in the path of the heavy tank, leveled their meltaguns and inflicted a direct hit, triggering a huge explosion that killed one terminator inside and left the survivors entangled in wreckage.

Demolisher tanks and heavy weapon teams vaporized the enemy leaders as they emerged on the left side of the Catachan line. After the most direct threats had been eliminated, the imperials focused their shots on the scattered infantry, eventually wiping them out to a man. Devastating assaults from enemy walkers prevented any early victory celebrations, however, and even danger-close ordnance fire could not slow their implacable advance on the Catachan command elements. Reports of these khorne demon engines continuing to wreak havoc on imperial positions are, in all probability, highly exaggerated, as nothing (previously encountered) could have survived the final orbital bombardment of the area surrounding the traitor stronghold.

The Christos warzone has been substantially pacified and the majority of the 6th army continues on towards the Palus Olidus system. Early intelligence reports hint at paranoid human technocracies, highly dangerous native fauna, and isolated pockets of cultist enclaves. The Catachans have taken heavy casualties but the survivors are now grittier and more battle-hardened than ever before.

Game result: Draw

Photos 1 and 3 taken by Frank and 2 taken by Jim

Tuesday, October 21, 2008

Tournament: Battleforge Games 10-18-08

Saturday was another hobby tournament at Battleforge. I decided to take Wolves this time. Here's the list:

Wolf Priest – plasma pistol, wolf pelt, frag grenades, 2 fenrisian wolves

Wolf Guard Battle Leader – frost blade, bolt pistol, wolf pelt, frag grenades

Wolf Guard Battle Leader – frost blade, bolt pistol, wolf pelt, frag grenades

5 Wolf Scouts – 2 plasma pistols, 2 power weapons, meltagun, frag grenades
Wolf Guard Leader – power fist, bolt pistol, wolf tooth necklace

9 Grey Hunters – 2 plasma pistol/ccws, 2 bolt pistols/power fists, 1 meltagun, 4 bolters
Rhino – extra armor

9 Grey Hunters – 2 plasma pistol/ccws, 2 bolt pistols/power fists, 1 meltagun, 4 bolters
Rhino – extra armor

9 Blood Claws – 2 power fists, flamer

Land Speeder – multimelta, heavy flamer

Land Speeder – multimelta, heavy flamer

3 Attack Bikes

Predator – twin-linked lascannon, heavy bolter sponsons, extra armor

Vindicator – siege shield, extra armor

Land Raider – extra armor

When I pulled up there was quite a gaggle of geeks gathered round the front door, most of them there to play in a D&D tournament. It appeared we might not have enough folks for a tourney, but eventually more 40kers showed up to make 8 players total. There was maybe 2 fully painted armies other than my own, including J Wolf's Tallarn and Jay's Eldar. In a break from tradition, I was never paired up with Jay, and in the end I went 1-2 and came away with best painted.

Game 1 – Orks

Deployment: Pitched battle
Primary objective: Capture and control
Secondary objective: Destroy most expensive enemy unit
Tertiary objective: Table quarters

Colby had over 140 orks, consisting of a couple big meks, one with a force field in a battlewagon with a bunch of burna boyz and the other with a shokk attack gun leading a squad of lootas, tankbustas, hard boyz, a couple big slugga boyz squads, a big squad of shoota boyz, 3 or 4 koptas, and a battery of lobbas. We only got through 3 turns before time was called, but it didn’t matter much as most of my forces, including the land raider, had already been destroyed by then. My smaller army just couldn’t deal with that many greenskins at once, and it didn’t help that he was rolling very well while I had almost zero luck. My plan was to hold back with the transports until he got close enough to charge with the blood claws in the land raider. This went down the toilet pretty fast when he destroyed one rhino of hunters with the lootas in the first turn and then wrecked the land raider with his shokk attack gun in the second. The koptas outflanked on the second turn, first immobilizing then destroying the vindicator. The best thing I did in the entire game was to kill enough tankbustas to make them fall back; of course they regrouped in the following turn and were back in the game like nothing happened. The game ended with him earning full points to my zero.

Game 2 – Chaos

Deployment: Spearhead
Primary objective: Seize Ground
Secondary objective: Kill points
Tertiary objective: Don’t remember

For my second match I drew Adam and his mixed chaos force. He had a jump lord with lightning claws, a flying khorne demon prince, a greater demon, a small squad of chosen with mixed special weapons, a squad of plague marines in a rhino, a squad of MoN marines with a heavy bolter, another squad of MoN marines with a rhino, a squad of khorne raptors, and two defilers. We rolled for 3 objectives and he won first turn, taking the quarter closest to 2 of the objectives. His veterans infiltrated to my right behind a building, popped out in the first turn and immobilized one of my rhinos. The plaguemarines drove forward and disembarked, followed by the demon prince. One squad of hunters and battle leader charged into the plaguemarines, the other into the veterans, both wolves squads decimating their opponents. The plague champion was left standing, however, and was possessed by the greater demon in the next turn. The demon prince charged the other squad. Both battle leaders were killed, but eventually the hunters' powerfists prevailed and the big bastards were brought down. The defilers immobilized the land raider early on, leaving the wolf priest and blood claws stranded once again. They came out to help out the grey hunters, but after the hunters finished off the demons by themselves, the squad returned to the safety of the raider. They disembarked once more and charged the raptors who deep struck just behind my front line, wiped them out, and claimed my home quarter objective. The two half-strength grey hunter squads ran forward to grab a second objective. The squad of chaos marines driving over in their rhino to attack them was disabled by a wolf scout ambush. The marines disembarked and wiped the scouts out with shooting in the next turn, but they had accomplished their objective by stalling his last troop unit. The defilers eventually fell to lascannon and demolisher fire, and I wiped out the chaos marines holding the third objective, putting me up 2-0.

Game 3 - Chaos

Deployment: Pitched battle
Primary objective: Victory points
Secondary objective: Finish the game with a troops unit inside the enemy deployment zone
Tertiary objective: Finish the game with a troops unit within 3 inches of the table center

I played my third match against the other Adam, who brought his pre-heresy World Eaters. He had a chaos lord with demon weapon and a squad of berzerkers in a land raider, several squads of MoK marines in rhinos with a lash sorceror riding along in one of them, an obliterator, some khorne raptors, and a squad of lesser demons. It was a very entertaining game with plenty of momentum swings in both directions. He drove forward with the sorceror's rhino, and our land raiders exchanged lascannon fire. His was a better aim and managed to quickly immobilize mine (I really have to switch out the apparently worthless treads on my broke-ass raider). I kept the wolf priest and blood claws inside for a last second dash to the center. The attack bikes and land speeders went right to engage one rhino full of chaos marines coming my way. The marines jumped out a couple times, first destroying one of the speeders, and then driving further to wipe out my bikes. I sent the other speeder to pop his land raider, but even at close range the multimelta couldn't manage to pierce the armor (only rolled a 13). His sorceror and accompanying squad of MoK marines drove straight at me, jumped out, and popped one of my grey hunter rhinos. The sorceror lashed them and the chaos lord and berzerkers jumped out of their land raider and finished them off before heading over to krak attack my predator. I decimated his raptors with shooting, but the meltagun raptor survived to eventually hunt down my vindicator, which had been fleeing to my table edge after its main gun was destroyed. The other grey hunters drove straight towards his table edge before circling around to block the sorceror's escape and pop his transport with a melta hit from the back of their own rhino. As he stumbled out of the wreckage, the land raider finished him off with a single lascannon shot. The scouts attacked from his table edge and tried to melta the land raider, but again I got a 13 and failed to penetrate. Somehow the brave old bastards weathered a turn of shooting from one of the nearby marine squads and a full charge from a deep-striking demon squad, broke free and got another melta shot off at the raider, this time hitting the fuel tanks and sending it sky high. A bad ass turn of events, alas it just wasn't enough to put me over in points. One interesting thing to note - the fenrisian wolves have special rules that allow them to be removed as casualties before the character they're bought for, which (very briefly) came in handy in the wolf priest's last stand against Adam's chaos lord. He ran out of my immobilized land raider as I planned, leaving the blood claws squad who themselves ran for the center. The priest and wolves leapt headlong into the chaos lord and berzerkers. It was all for nought, however, when the priest totally whiffed and died to subsequent powerfist attacks. In the last turn, the chaos lord and marines charged into the blood claws holding the center, and although the lord was squished by powerfist attacks, the rest of the chaos marines finished the blood claws off and claimed the third objective. He won the primary, secondary, and tertiary, and I got just the secondary.

Sunday, October 19, 2008

Macharian Crusade Week 2


This week the Catachans met defeat once again, this time at the hands of heretical zealots on the planet Christos. Josiah was fielding a canoness with celestians in a land raider, a priest, an inquisitor with 3 multimelta servitors, two squads of sisters in rhinos, dominions in a immolator with twin-linked heavy bolters and blessed ammo, a small squad of seraphim with 1 or 2 inferno pistols, an exorcist, retributors with 4 heavy bolters, and a penitent engine. We played with pitched battle deployment and the seize ground objective with 3 objectives. I had first turn but shooting was totally ineffective given the intervening terrain. Aside from the retributors in the middle and the penitent engine on the right, he attacked my left flank with his entire army, leading off with the land raider. One squad of my veterans outflanked in the third turn, and though they destroyed the land raider with their meltaguns, it was already too late. The canoness and celestians had already disembarked and wrecked shop on an entire infantry platoon, a hellhound, and one of my demolishers. It was a similar story with the penitent engine. Kariyapa and my second squad of vets outflanked on that side and it down with their meltaguns, but not before the walker had wrecked my other demolisher that had immobilized itself in difficult terrain. After the exorcist destroyed my other hellhound and command squad chimera, it was essentially over and I conceded.

Game result: Loss

The 6th army is one victory away from progressing beyond Christos, but given that we'll be fighting hell on tyranids in Palus Olidus next, things will probably only get worse. I want to shift some things around and bring in a win before we clear our first warzone.

Monday, October 13, 2008

Shoehorn Wolves

I picked up a box of tactical marines with my third place win at ‘Ard Boyz with the intent to have enough models to field a standard space marine army using their shiny new codex. Mainly I needed to be able to replace all my plasma pistol and powerfist grey hunters with more boringly equipped marines. However, after comparing my potential list with my standard wolves list, I’m not so sure that the army would be much better. Wolves will retain all their old benefits and get many auxiliary units (e.g. land speeders and attack bikes) at cheaper prices.

Here’s the vanilla marine list I wanted to try:

Sicarius
Chaplain – plasma pistol
Venerable Dreadnought – plasma cannon, heavy flamer, extra armor, drop pod
5 Scouts – close combat blades and bolt pistols, camo cloaks, sergeant with powerfist
10 Tactical Marines – meltagun, lascannon, sergeant with powerfist, rhino with extra armor
10 Tactical Marines – meltagun, lascannon, sergeant with powerfist, rhino with extra armor
8 Assault Marines –free rhino with extra armor (replaces jump packs), flamer
3 Land Speeders – multimeltas and heavy flamers
3 Attack Bikes
2 Predators – twin-linked lascannon, heavy bolter sponsons, extra armor

Not saying it’s the best construction possible from the new codex, but it’s the closest thing to my latest wolves list. Here’s that:

Rune Priest – frost blade, runic staff, chooser of the slain, belt of russ, wolf pelt, frag grenades
Wolf Guard Battle Leader – 2 lightning claws, wolf pelt, frag grenades
Venerable Dreadnought – plasma cannon, heavy flamer, extra armor, smoke launchers, drop pod
5 Wolf Scouts – 2 plasma pistols, 1 meltagun, 2 power weapons
9 Grey Hunters – 2 plasma pistols/ccws, 2 powerfists/pistols, 1 meltagun, 4 bolters, wolf guard leader with powerfist, bolt pistol, wolf pelt, wolf tooth necklace, rhino with extra armor
9 Grey Hunters – 2 plasma pistols/ccws, 2 powerfists/pistols, 1 meltagun, 4 bolters, wolf guard leader with powerfist, bolt pistol, wolf pelt, wolf tooth necklace, rhino with extra armor
8 Blood Claws – 2 powerfists, rhino with extra armor
2 Land Speeders – multimeltas and heavy flamers
3 Attack Bikes
2 Predators – twin-linked lascannon, heavy bolter sponsons, extra armor

The real advantage of the vanilla is Sicarius and his surprise attack, battle-forged heroes, and rites of battle special rules. But the wolves list can fairly approximate two of these with their own rules anyway and leadership has never really been a problem for space wolves, even after they lost the against all odds benefit. Since they're usually up in the enemy's face and don't take heavy weapons in the squads, being forced to fall back isn't that big of a deal. Being able to re-roll seize the initiative might be marginally helpful, but the wolves venerable dreadnought gives you a similar effect anyway, plus he’s got 3 base attacks and comes cheaper than the vanilla version. Sicarius can grant scout, infiltrate, tank hunters, or counter-attack to a single tac squad, but everyone in the wolves army has counter-attack already (not to mention additional attacks for those wearing wolf pelts). Wolf scouts are slightly more expensive than their vanilla counterparts but are still the better with their rear-guard attack and more special weapon options. My blood claws won’t get to re-roll misses in the first round of combat like assault marines led by a chaplain, but a) they get one more attack on the charge, b) they can have more powerfists, and, most importantly, c) they are a scoring unit!

This is by no means an exhaustive comparison of the two armies, but it probably puts to rest my plans for watering down my wolves just to use the new hotness. I should be ashamed of myself anyway - Russ would have rolled in his... well, rolled wherever the fuck he is. I'll keep the spare tac marines handy just in case the next wolves update leaves me no choice.

Sunday, October 12, 2008

Tournament: Battleforge ('Ard Boyz Semifinals) 10-11-08

I changed my 'ard boyz list a tad between the first round last month and the second held this past Saturday. The zoanthropes and lictors had never made much of a difference, so I decided to scoot them out, make all my stealer squads scuttlers, and bring in a third sniperfex. Here's the whole shebang:

Hive Tyrant - 2 twin-linked devourers, extended carapace, enhanced senses, toxin sacs, shadow in the warp
3 Tyrant Guard - 1 with lash whips

Hive Tyrant - 2 twin-linked devourers, extended carapace, enhanced senses, toxin sacs, warp blast
3 Tyrant Guard - 1 with lash whips

5 x 12 Genestealers - feeder tendrils, scuttlers

16 Gaunts - fleshborers, without number

3 x Carnifex - barbed strangler, venom cannon, extended carapace, enhanced senses, reinforced chitin

The warp blast on the one tyrant was an afterthought really, I just couldn't find a better place to spend the points. I didn't need scuttlers much for this tourney, and when I did outflank with a squad or two, it was only marginally helpful at best. They could have just as well started on the board. Most of the really hard armies I come across just don't have the stacks and stacks of heavy bolters that would take this list to pieces, and as such I've been able to effectively play the waiting/counter-assault game with my stealers while my tyrant and fex bio-guns blow shit apart for several turns. Once I've destroyed the worst enemy dakka and disabled their transports, the stealers swarm in and wipe out survivors. There were over 20 people playing in the semi-finals at Battleforge, with only six of us from Austin. I had three fun rounds against congenial opponents. Strangely (or maybe not so strange), the standings came out exactly like the first round - Nick in first place, Josiah in second, and me bringing up third - go Austin! I still don't know if I'll be attending the finals in Baltimore, but I need to decide here pretty quick if I want to have enough time to make plans.

Game 1 - Dark Eldar

Jeremy had an archon with bodyguard in a raider, dracon with bodyguard in a raider, 10 wyches in a raider (always strike first combat drug), drazhar, 4 jetbikes (reroll to hit combat drug), 4 squads of 10 warriors with 2 dark lances each, 2 raider squads, and 3 ravagers with dark lances. I wasn't 100% confident about my chances at first, having lost my last game against the sadistic pinheads, but after a couple of excellent turns of shooting I felt like I had it back in the bag. I concentrated fire on the ravagers, which I knew could devastate my own long range guns, and the venom cannons brought each of the heavy skimmers down in the first two turns easy as pie. The two massive HQ units as well as the wyches were threatening me on the right in their transports, so I brought them down next. Mass devourer shots and a couple of genestealer charges finished the grounded survivors off and it put me far enough ahead in killpoints to earn a massacre. It was a cool army played by a skillful opponent, but just not as effective given how badly DE skimmers were hosed by 5th edition vehicle rules. With a holofield equivalent in their next codex revision, they'd likely be back in business.

Game 2 - Eldar

My second opponent had received full points for a bye in the first round and so found himself at table 2 for his first game of the day. He had Eldrad, a squad of 10 warlocks, 10 banshees in a wave serpent, 8 harlequins, 10 striking scorpions, 2 squads of dire avengers in wave serpents, 2 squads of 5 pathfinders, 2 squads of 5 dark reapers including exarchs with tempest launchers, crack and fast shot. We both set up 2 objectives near our own deployment zones with the 5th in the center. He used Eldrad's divining douche or whatever to move him and the warlock squad along with the harlequins over directly in front of me. Not real sure what the strategy was there, but it brought them closer to my tyrant devourer fire and scuttling stealers, which was fine by me. His own outflanking scorpions came on from the right and charged into a carnifex, who only shrugged his shoulders, stomped one or two, and waited for one of my flaking stealer squads to dispense with the annoying little greenies. Eldrad and company went down after several turns of combat with another stealer squad. My fexes downed the dire avenger wave serpents and the tyrants wiped them out with mass devourer fire. In the end, I only lost two stealer squads and a few tyrant guard, and captured four objectives to his zero, earning me another massacre. Unfortunately, it sent me right into hell's maw, a.k.a. Nick's annoyingly successful Black Templars.

Game 3 - Black Templars

I'd seen mighty Bulwark go down in flames against Nick's templars at Table 1 in the third round of the 'ard boyz qualifier last month (keeping him from placing), so I wasn't too keen on facing off against them myself. I eventually decided to hang back and try to whittle down his infantry with shooting until I could counter-assault to prevent him from owning both objectives and earning a massacre. He had something like 5 big mixed squads of templars, 2 squads of 5 assault terminators, 3 melta/flamer land speeders, and 2 crusaders. Marshall Helbrecht and the Emperor's Champion were somewhere in all that mess, too. My shooting had little effect and he eventually made it over to my lines, destroying everything in his way, but the game ended on turn 5 and I was still controlling (or at least contesting) my home objective. Genestealers have little chance against power armored marines with preferred enemy, especially when you're not rolling too hot for rending, and given any other scenario it would have gone much worse. He was far ahead in kill points but without both objectives he only earned a minor victory.

Thursday, October 9, 2008

Macharian Crusade Week 1





The 6th army, led by Commandant-General Arrian and including Catachan jungle fighters, Methalor penal legionnaires, and the mechanized Terrax Guard, stumbled out of the gate in their first battles against the ravening traitor hordes of Elinia. Arrian showed his hand particularly in my game, first by carelessly deploying my catachans in the chilly northern wastes, and then by pulling my very nearly victorious forces back after a long and devastating fight. I faced off against Frank's khorne devotees, which included a lord on a juggernaut, a flying demon prince, 5 terminators with combi-weapons and a reaper, a dreadnought, 4 squads of 8 berzerkers, a land raider, and a vindicator. I used the list from my last post. We had the annihilation mission with spearhead deployment. He went first and killed a few guardsmen with a demolisher blast. The catachans responded with their own ordnance and exploded the land raider, killing 3 of the berzerkers inside right off the bat. The demon prince flanked around and destroyed 2 tanks and disabled the other for the dreadnought to eventually finish off. Two squads of berzerkers and the juggernaut lord wiped out my front-line jungle fighters, but I was eventually able to wipe them out with tons of flamer templates. My sentinels and one of the veteran squads came in on my left table edge and managed to do a little damage, but Sariyapa and his veterans came in on my right and were stranded without a job for the rest of the game. In my phase of turn 7 Frank was well ahead in kill points, but I had wiped out everything of his but 3 chaos terminators. My hellhound killed one and the chimera levelled its weapons at the survivors and inflicted 4 saves. The first termimator died, but the second passed both saves for the win.

Game result: Loss

It was a great first week, though the inherent weaknesses of the guard were on full display at many of the tables. Still, there's few more satisfying moments in 40k than a successful demolisher cannon hit. The 6th army lost all of its battles, but I had an epic game (probably my most enjoyable since 5th edition came out) and can't wait for week 2.

Wednesday, October 8, 2008

Macharian Crusade Preview 2

Here's Kariyapa, finished for the most part, with a couple heavy flamer troopers I was painting up at the same time. They had been in my guard bitz bag for years and I always liked the models so I was glad to have a reason to finally paint them (because who actually uses jungle fighters?). I changed up Kariyapa's knife a bit to give it a sick hook tip; I think I will call it the catachan land shark.

Also, here's an alternate 2k catachan list I put together, dropping jungle fighters for everyone but the 2 heavy flamer skirmisher squads:

Kariyapa

Command HQ - Junior officer with bolter, grenade launcher, missile launcher, veteran with standard, hardened fighters

4 Hardened Veterans - Veteran sergeant with plasma pistol, 3 meltaguns, hardened fighters

4 Hardened Veterans - Veteran sergeant with plasma pistol, 3 meltaguns, hardened fighters

Infantry Platoon A
Command Squad - Junior officer with bolter, 4 flamers, hardened fighters
Chimera - pintle heavy stubber, hull heavy flamer, extra armor, smoke
Infantry Squad 1 - plasma gun, heavy flamer, jungle fighters, hardened fighters
Infantry Squad 2 - plasma gun, heavy flamer, jungle fighters, hardened fighters

Infantry Platoon B
Command Squad - Junior officer with bolter, grenade launcher, plasma gun, missile launcher, hardened fighters
Infantry Squad 1 - plasma gun, missile launcher, hardened fighters
Infantry Squad 2 - plasma gun, missile launcher, hardened fighters

Hellhound - pintle heavy stubber, extra armor, smoke

Hellhound - pintle heavy stubber, extra armor, smoke

3 Sentinels - heavy flamers, hardened fighters

Leman Russ Demolisher - hull lascannon, extra armor

Leman Russ Demolisher - hull lascannon, extra armor

Leman Russ - hull heavy bolter, sponson heavy bolters, pintle heavy stubber, extra armor

Monday, October 6, 2008

Macharian Crusade Preview 1

I put a little work into my Macharian Crusade campaign army this weekend. After some hemming and hawing, I decided to go with the Catachans in the 6th army led by Lt. General Kariyapa. I’ll be fighting alongside the Methalor Penal Legion and Terrax Guard Armored Company. I don’t own any ogryns and I didn’t have enough extra models to make any special weapon squads, but I was able to use most of the Catachan doctrines with my guard collection to round out three different sized armies. I also converted a model for Lt. General Kariyapa, complete with autopistol, power weapon, and bionic eye attachment (damn you Thomas for drawing him with that thing on his face). He’ll most likely infiltrate or outflank along with my veterans for a little extra punch from his poison pistol and close combat attacks. Here’s Kariyapa at the moment, converted and primed, ready for painting:

I made him using legs from a Vindicare assassin, autopistol from an old necromunda sorceror, tank commander torso, catachan head, arms, legs, and backpack. His bionic eye was made from carving up a little laspistol barrel and green-stuffing it to his face. He’s not perfect, but after painting he should come out ok.

Finally, here are my three army lists for small, medium, and large games, using (most of) the standard Catachan doctrines as described in the guard codex:

Small (1500)

Kariyapa

Command HQ – Junior officer with bolter, veteran with standard, grenade launcher, missile launcher, jungle fighters, hardened fighters

Fire Support Squad – heavy bolters, jungle fighters, hardened fighters

4 Hardened Veterans – Vet sergeant with plasma pistol, 2 meltaguns, 1 plasma gun, hardened fighters

Infantry Platoon
Command Squad – Junior officer with bolter, 2 grenade launchers, missile launcher, jungle fighters, hardened fighters
Infantry Squad – plasma gun, heavy flamer, jungle fighters, hardened fighters
Infantry Squad – plasma gun, heavy flamer, jungle fighters, hardened fighters

Armored Fist Squad – plasma gun, missile launcher, hardened fighters
Chimera – turret multilaser, pintle heavy stubber, hull heavy flamer, extra armor, smoke

Hellhound – pintle heavy stubber, extra armor, smoke

2 Sentinels – heavy flamers, hardened fighters

Leman Russ Demolisher – extra armor, smoke

Leman Russ Demolisher – extra armor, smoke

Medium (2000)

Kariyapa

Command HQ – Junior officer with bolter, veteran with standard, grenade launcher, missile launcher, jungle fighters, hardened fighters

Fire Support Squad – heavy bolters, jungle fighters, hardened fighters

4 Hardened Veterans – Vet sergeant with plasma pistol, 2 meltaguns, 1 plasma gun, hardened fighters

4 Hardened Veterans – Vet sergeant with plasma pistol, 2 meltaguns, 1 plasma gun, hardened fighters

Infantry Platoon
Command Squad – Junior officer with bolter, 2 grenade launchers, missile launcher, jungle fighters, hardened fighters
Infantry Squad – plasma gun, heavy flamer, jungle fighters, hardened fighters
Infantry Squad – plasma gun, heavy flamer, jungle fighters, hardened fighters
Infantry Squad – plasma gun, missile launcher, jungle fighters, hardened fighters

Armored Fist Squad – plasma gun, missile launcher, hardened fighters
Chimera – turret multilaser, pintle heavy stubber, hull heavy flamer, extra armor, smoke

Hellhound – pintle heavy stubber, extra armor, smoke

Hellhound – pintle heavy stubber, extra armor, smoke

2 Sentinels – heavy flamers, hardened fighters

Leman Russ Demolisher – extra armor, smoke

Leman Russ Demolisher – extra armor, smoke

Leman Russ – hull heavy bolter, sponson heavy bolters, pintle heavy stubber, extra armor

Large (2500)

Kariyapa

Command HQ – Junior officer with bolter, veteran with standard, grenade launcher, missile launcher, jungle fighters, hardened fighters
Chimera – turret multilaser, pintle heavy stubber, hull heavy flamer, extra armor, smoke

Fire Support Squad – heavy bolters, jungle fighters, hardened fighters

Fire Support Squad – autocannons, jungle fighters, hardened fighters

Anti-Tank Squad – missile launchers, jungle fighters, hardened fighters

Mortar Squad - jungle fighters, hardened fighters

4 Hardened Veterans – Vet sergeant with plasma pistol, 2 meltaguns, 1 plasma gun, hardened fighters

4 Hardened Veterans – Vet sergeant with plasma pistol, 2 meltaguns, 1 plasma gun, hardened fighters

Infantry Platoon
Command Squad – Junior officer with bolter, 2 grenade launchers, missile launcher, jungle fighters, hardened fighters
Infantry Squad – plasma gun, heavy flamer, jungle fighters, hardened fighters
Infantry Squad – plasma gun, heavy flamer, jungle fighters, hardened fighters
Infantry Squad – plasma gun, missile launcher, jungle fighters, hardened fighters

Armored Fist Squad – plasma gun, missile launcher, hardened fighters
Chimera – turret multilaser, pintle heavy stubber, hull heavy flamer, extra armor, smoke

Hellhound – pintle heavy stubber, extra armor, smoke

Hellhound – pintle heavy stubber, extra armor, smoke

3 Sentinels – heavy flamers, hardened fighters

Leman Russ Demolisher – extra armor, smoke

Leman Russ Demolisher – extra armor, smoke

Leman Russ – hull heavy bolter, sponson heavy bolters, pintle heavy stubber, extra armor