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[2500] - Space Marines (Iron Hands) - Fist of Medusa Mechanized Infantry  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Missionary On A Mission



Eastern VA

Up to now I've been known at my LGS as the Guy Who Runs Weird Imperial Stuff (or xenos filth, but that's neither here nor there), but I've been going through Angels of Death, and after seeing what some of the other folks have done with mono-SM forces, I've been inspired to try my own. We favor somewhat larger games, so, 2500 points. There's a general consensus among us that free transports should be reserved for 3k+ games, and podding grav cents or grav devs with Cataphractii captains are best saved for tournaments or pre-planned matchups, which is why neither of those appear here. (That, and I don't have a Cataphractii captain or grav cents, though I could get them, I suppose).

Accordingly, I don't expect to see a full MSU Gladius or Lion's Blade, nor do I expect to see scatbike spam (maybe one unit of 3-4) or more than a single Wraithknight or unit of Warp Spiders. Riptides, I might see two in one list, plus a Ghostkeel, but Crisiswing is pretty common.

The theme here is heavily mechanized, fast-moving infantry, aided by the bubbles of PotMS and FNP from ICs due to the Fist of Medusa Strike Force.

Stormlance Battle Demi-Company
-Attack Bike Squad (120pts) - 3x w/ Heavy Bolter
-Chaplain (150pts) - Bike, The Tempered Helm, bolt pistol and crozius (Rides with plasmabiker Command Squad)
-Command Squad (200pts) - Bikes, Apothecary, 4x plasma guns
-5-man Devastator Squad (225pts) - 4x Lascannon, mounted in Razorback with Las/Plas
-5-man Tactical Squads (150pts) - Flamer, mounted in Razorback with Las/Plas
-5-man Tactical Squads (150pts) - Flamer, mounted in Razorback with Las/Plas
-5-man Tactical Squads (150pts) - Flamer, mounted in Razorback with Las/Plas

Librarius Conclave
-Librarian (65pts) - Level 1, bolt pistol, force stave. (Babysits Devastators, Divination)
-Librarian (110pts) - Level 1, bike, Betrayer's Bane, force sword (Rides with meltabiker Command Squad, Divination or Technomancy)
-Librarian (105pts) - Level 1, bike, The Primarch's Wrath, force axe (Rides with Attack Bike Squad, Divination or Technomancy)

Strike Force Command
-Captain (200pts) - Artificer armor, jump pack, Gorgon's Chain, thunder hammer, bolt pistol (Rides with Vanguard Veteran Squad)
-Command Squad (180pts) - Bikes, Apothecary, 4x meltaguns

1st Company Task Force (695pts)
-5-man Sternguard Veteran Squad (185pts) - Boltguns, mounted in Razorback with TL assault cannon
-5-man Sternguard Veteran Squad (185pts) - Boltguns, mounted in Razorback with TL assault cannon
-5-man Sternguard Veteran Squad (185pts) - Boltguns, mounted in Razorback with TL assault cannon
-5-man Vanguard Veteran Squad (140pts) - Jump packs, 2x bolt pistol/power axe, 2x bp/power sword, Vet Sergeant with dual lightning claws

The idea is that everything moves fast, almost nothing (except the Devs) will sit still, and the three bike teams plus the Vanguard vets are free to move around the battlefield providing their bubbles of PotMS and FNP where needed. PotMS will be the key to keeping the Razorbacks moving while providing effective fire (especially the las/plas ones). Since the Stormlance forces the Devs to start out meched up, I plan to use the 12" of movement I'm able to get out of that to put them in an optimal place, where they move up, get out, snap-shoot and then scoot another D6 into the fire position they'll probably occupy for the rest of the game. Tacticals and Sternguard will move to take objectives or attack key points - the Tacs have flamers because I fairly often see units with lots of cover holding objectives. I'm hoping all the plasma and the Sternies' vengeance rounds will suffice if there are a lot of MEQ objective-holders, but there is a lot of plasma.

The Chaplain is a regrettable tax - I'd much rather have a Techmarine or another Librarian in his slot, but I can't do that - so I gave him the Tempered Helm to provide some buffs and mitigate morale problems a little. He'll ride with the plasmabikers, putting the Helm's reroll buff on them if there's not a better target. That much plasma should achieve something, and the 3+ FNP that they'll have makes them hard to shift. The libby with Betrayer's Bane rides with the meltabikers, killing tanks and putting the hurt on high-toughness things while the second biker libby rides with the Attack Bikes, pouring on the dakka for clearing objectives and denting gunlines or hordes. The Captain - probably my Warlord, though I might nominate one of the libbies instead - goes with the Vanguard to bully objective-holders or intercept and smash most assault units short of a deathstar. Hopefully their FNP helps to keep them alive - they're what I'm least sure about, given that I don't really have any other choppy units in a mostly dakka-focused army.

What would you do differently? Does anyone see a very obvious rock-to-my-scissors that I'm not thinking of?

~4500 -- ~4000 -- ~2000 -- ~5000 -- ~5000 -- ~4000 
   
 
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