So I came up with this list on the way home. Having seen where the meta is heading and not really liking it, I'm never one to back down from a challenge, and am aiming this at the people bringing annoying armies (volume of warp spiders, riptide wing spam, gladius etc.). please dont hate at me for "bringing a lame list". I revel in creating lists that ruin the plans of the tournament cheesers.
SM CAD- Probably ultramarines but not sure on best CT here
HQ
Librarian Power Armour - lvl 1 65
Elites
Command Squad Full combi plasma + drop pod 175
Sternguard Veterans full combi melta + melta + drop pod 195
Troops
6x tactical marines + Drop pod 6x105 = 630 (all obsec)
Fast attack, 3x drop pod
Flesh tearers strike force
HQ
Librarian lvl 1 - 65
Troops
2x Tac Squad + drop pod 210
Fast attack
6 drop pods
TOTAL 1655 (so 195 pts to play with)
You have 19 drop pods. 6 are obsec, 13 are not. Of these 13, 9 are empty 10 pods have something in. 10 drop pods can come in first turn.
So you match up against your opponent. If he's brought a regular enough list, you've got a lot of marines turning up (your entire army, minus 300 pts of empty drop pods), the plasma squad can blow again whatever TEQ they have, the melta pod can have fun with their heavier stuff, and then whatever you gave the rest of your army.
However, if you're up against someone daring to take your place as TFG, then oh the fun begins. Gladius? Empty pods all arrive turn 1, park them in front of his transports, he'll eventually destroy them, but without an explodes result, he's gonna have to try and move over them, and that also wastes his move. and you can replace any casualties instantly next turn. Riptide wing? You're contesting all objectives from turn 1, and he has to melee them to realistically get them away from the VP, as even their rending gun/Ion cannon is unlikely to get rid of more than a couple each turn. Their drop pods? If they come in first, you bring in your full ones after theirs and shoot them off the table, if they wait for you, you bring in empty pods. You will have more pods than he does. Warp spider spam? You''ve got obsec, he doesnt, and with 20 pods, you have literally 3 pods for EACH objective (and 4 for 1 of them), for walling it off, he cannot explode it (cant pen on str 6), so these can be efffectively denied from the game. You will also have so many pods on the board, that his deep striking becomes exceptionally unreliable. Deathstars have too many targets, and even the might WK can only kill 2 pods a turn, if you didnt grav if off the board turn 1.
Missions:
Maelstrom>, you still get whatever objectives you drew (aim them at the obj until you land on them, while only committing 9 empty pods (and a squad) to the table, and can seize his objectives if thats the right mission type You can rack up so many points from turn 1 I think it will be very hard for them to come back into the game. Relic seems ok for this list, and any ones where holding objectives at the end makes good news. little/no heavy support so Big Guns is also a crusade mission for you (with a bonus).
If you don't get linebreaker with this list, something has gone badly wrong.
lets not talk about the Fast attack/kill points missions. That's the biggest weakness of this list I feel.
I'm very happy to consider any of the following changes.
Centurion Devastators + Pod
Skyhammer
Dreadnaught + pod
Librarian HQ dreadnaught + pod (blood angel thing) Str 10 force is useful
Assassin (to go in a spare pod)
HQ choice that has reserve manipulation (space wolves?)
Forgeworld Drop pods
thanks for considering. and would welcome any suggestions
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