The Valhallan 24th – Odin’s Earthshakers

The concept here is that the Valhallans are more of an artillery regiment than line troops.  If combined with the cadians for a 2000pt + battle, it give a nice balance of range and feet on the ground.  By itself, I think this army would do well against a smaller elite force, but I think it might struggle again horde orks or nids.

This is pretty much the army Alan used to field, and that I used in a doubles tournament a year or so ago.

Company Command Squad – 2x flamers, grenade launcher, commander with bolt pistol and power sword, Chimera – 132 pts

Infantry Platoon – 414pts

command squad – lieutenant with plasma pistol

2x Infantry squad with meltagun

2 x heavy weapon squad with 3 x mortars

2 x special weapon squads with meltaguns

Veteran Squad – 3 x flamers, chimera – 142

Leman Russ with heavy flamer sponsons – 185

Basilisk – 125

We have a meched up commander and veteran squad as quick response to closing troops, while the infantry platoon chucks out mortar artillery with the basilisk and leman russ.  Should be fun, though I think an elite rush would cut into the infantry too quickly to stop the army folding!  The 1500pt adds additional firepower rather than troops.

Company Command Squad – 2x flamers, grenade launcher, commander with bolt pistol and power sword, Chimera – 132 pts

Infantry Platoon – 519pts

command squad – lieutenant with plasma pistol

2x Infantry squad with meltagun

3 x heavy weapon squad with 3 x mortars, 3x mortars and 3 x lascannons

2 x special weapon squads with meltaguns

Veteran Squad – 3 x flamers, chimera – 142

2 x Leman Russ with heavy flamer sponsons – 370

Hellhound – 135 pts

Armoured sentinel with lascannon – 75pts

Basilisk – 125

As you can see, it adds a lascannon squad, another leman russ, the hellhound to support the reaction force in the chimera’s and an armoured sentinel with a lascannon for mobile firepower.  Nice!  It can really chuck out huge amounts of very erratic firepower – its likely to be a very effective alpha strike – destroying the enemy at range turn 1+2 – or its likely to do nothing and get munched by elite closecombat types.  There’s enough spread out firepower here to do some damage though, so its the sort of force thats fun to play to the end!

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