So, Double Trouble is coming up on the 11th June and I still haven't decided what I am going to take. I fired up BattleScribe and started crunching the numbers for all my armies to see what would be worth taking. After putting together lists for my 4 armies, I am still torn on what to do. Below are the 4 potential armies and some comments on them.
White Scars (Mercy is for the Weak)
White Scars are one of my strongest armies at the moment and the one I am most likely to take to a competitive tournament. Thinking about Double Trouble, I didn't want to be the guy turning up with grav bikers and a grav command squad, so tried to do something a bit different with my army. The Double Trouble restrictions allow you up to 2 of the same unit, but I decided I would only take one of each (no double bike squads for me).
Below is my 750 pts army:
Librarian- Master level 1, Bike, Hunter's Eye, Meltabombs, Teleport Homer
5 Bikers- 2 grav guns, sergeant with power lance and meltabombs
5 Scouts- Sergeant has meltabombs
Landspeeder Storm- Heavy bolter, Cerberus launcher
5 Tactical marines- Grav gun, sergeant has meltabombs
Drop pod- storm bolter
5 Sternguard- 3 combi-meltas, sergeant has meltabombs
Drop Pod- storm bolter
3 Scout bikers- Grenade launcher, sergeant has meltabombs and locator beacon
A fast, moving and pretty hard hitting force. I've decided to give the Scout bikers and Sternguard an inclusion as I don't often play them. The tactical marines could swap the drop pod for a Rhino.
Ravenwing (Small, but Effective)
I took my Ravenwing to Alex's last Blog Wars event and they did really well on the day. I would be using the Ravenwing Strike Force, so no objective secured for me.
My army would consist of:
Interrogator-Chaplain- Bike, Meltabombs
5 Black Knights- Grenade launcher, sergeant has meltabombs
4 Ravenwing bikers- 2 grav guns, sergeant has meltabombs
4 Ravenwing bikers- 2 meltaguns, sergeant has meltabombs
Darkshroud- Assault cannon.
Quite a compact army. Full scout is great, as well as the option to keep the whole army in reserve to turn up on turn 2 if my partner could hold out for a whole turn on their own. The Black Knights and Interrogator-Chaplain should hit really hard on the charge and be able to take on most threats. The Darkshroud should greatly enhance their survivability.
Astra Militarum (More Manpower!)
We now move on to the tougher armies to take and use.
The Guard would consist of:
Company Command- 2 Plasma guns, vox caster
Priest
Priest
Platoon Command- 2 Flamers, vox
Infantry Squad- Autocannon, vox
Infantry Squad- Autocannon
Infantry Squad- Flamer
Chimera- Heavy bolter, multilaser, Dozer blade, Extra Armour
Veteran Squad- 3 Meltaguns
Chimera- Heavy bolter, multilaser, Dozer blade, Extra Armour
Wyvern
Wyvern
The army has a bit of mobility in the two units in the Chimera and some decent firepower with the two Wyverns. I could drop one of the priests and take an Astropath or master of ordnance. Not a huge amount of anti-tank firepower in this army. I could drop the autocannons for missile launchers for some more options.
Orks (Winning games if for Losers anyway)
Now here is where things get silly. Here is my Kult of Speed Ork list
My army would consist of:
Warboss- Eavy Armour, Bosspole, Power Claw Slugga
Painboy
18 Orks- Shootas, 2 big shootas, inc. Nob with bosspole
12 Orks- Sluggas and choppas, Nob with power claw and bosspole
Trukk
10 Tankbustas
Trukk
Scorcha wartrakk
Battlewagon- 2 Big Shootas
I think this force will fold quite quickly against a lot of the armies out there, but they may not be able to deal with the battlewagon too easily.
Decisions, Decisions, Decisions....
So which army do you think I should bring? Any comments or suggestions on the lists would be much appreciated.