spartiatis wrote:The main concept is to use some of the best units of the codex.
I think the best units from the codex have changed as the meta has shifted.
GKs now have psydreads, which rip apart typhoons, and
AV 11 does not last long either. You also want to think of necrons, and the night fighting spam and how to deal with scarabs.
These are what I would call the best units int he C:
SM codex today -- using the standard tactics people use.
Shrike/Vulcan/Bike Captain
These give you an option to modify your army. Take those 10
TH/
SS terminators. Imagine how much better they are when they can fleet and infiltrate. Fleeting
TH/
SS termies is just broken.
Librarian
Null Zone is still one of the best powers in the game.
Dreads
Dual
AC dreads are still good units.
TH/SS Termies
40 points a model, still are pure gold.
Bikes
As troops they are still pretty good. They still can grab objectives and carry 2 special weapons and 1 heavy per squad. They can make a good
KP denial list.
Sternguard
Combi-meltas, special ammo, and 2 attacks each. Whats not to love?
Scout/LS Storm
The ability to outflank and take objectives/tie up psydreads late game is pretty good. This works best with Vulcan.
Vindicators-Predators
AC/
LC predators are good if you have the fire support, but with night fighting becoming more common, I'm not sure how great they are any more.
Also, you want to be able to give your other models cover, and a
AV 13 tank is very good for that.
I am leaning slightly on triple vindicators today as they
ID paladins, and can give rhinos/razorbacks cover.
ThunderFire Cannon
Strange how the meta shifts eh? Today a
TFC can be useful vs scarab farms and draigowing. Being able to give your dread a 3+ obscurement save if hes behind/in terrain is nice as well.
Automatically Appended Next Post: If I were to build a 2k list C:
SM list today, this is what I would bring.
The idea is to shove 10 fleeting assaulting terminators down someone's throat, and they have to deal with it. While they are doing that, your army can do whatever it needs to. The dreads are there to take down transports. The scouts are there for turn 1 assaults, outflank tank hunting, or late turn objective grabbing. The
TAC squad is there to drop on an objective, as its an aggressive squad with a
MM and combi-melta. The bike squad is anti-armor and for harassment, and 6 bikes should keep you from getting shot up to badly The vindicators are there to provide some heavy support with multiple
STR 10 ap1 templates, and are there to help vs necrons and such.
HQ
Shrike
Elites
10
TH/
SS terminators
2 * dual
AC dreads
Troops
2 * Scout squads w/combat blades
w/Sergeant with
PF and combi melta
TAC squad w/
MG and
MM
w/Sergeant with
PF and combi melta
Fast Attack
2 * Land Speeder Storm w/
MM
Bike squad w/2
MG and
MM attack bike (6 bikes total)
Heavy Support
3 * Vindicator