This is a list Idea i am considering, C&C appreciated.
I feel that Mechanized is now the way to run marines. It gives them defense against psychic powers and mobility. With the increased survivability of armored vehicles, I feel that this is a hell of a lot safer than in 4th, where the name of the game was lots of bodies and some pods.
HQ:
Vulkan 190
Elites:
Asault Termies x 6 (T.Hammer and S.Shield) 240
Dedicated Transport: Land Raider Crusader (M.Melta) 260
Sterngaurd x 5 (2 x M.Gun, 3 x Combi Meltas, Razorback) 190
Srengaurd x 6 (2 x H.Flmrs, 4 x Combi Flamers, Razorback) 230
Troops:
Tactical Squad x 10 (Fist, Flmr, M.Melta, Rhino) 230
Tactical Squad x 10 (Fist, Flmr, M.Melta, Rhino) 230
Sniper Scouts x 5 (Camo Cloaks, M.Launcher) 100
Fast Attack:
Assault Squad x 10 (2 x Flmr, Fist) 225
Attack Bike x 2 (M.Melta x 2) 100
This is an army that takes advantage of Vulkans abilities, obviously. Having everything twin linked makes the army hit very hard at close range.
The scouts hold your own objective and provide light anti tank, the LRC, Rhinos and Assault Marines advance on objectives.
Attack Bikes hunt tanks.
Vulkan rolls with the assault terminators and provide the big close combat punch, able to take on most anything and clear an objective. The sterngaurd with flamers are brutal with twin linked and will have a great shot of taking out an entire mob of boyz or removing critical models from a squad of marines through volume of wounds.
The weakness I see is that Rhinos are just not very tough. The army relies a lot on first turn and a dedicated shooty army can be a rough day. The alternative to this, in my opinion, is drop pods, but with drop pod assault you can end up dropping key units onto an empty board if you get first turn, although this can be mitigated by dropping the tac squads first, then the harder hitting sterngaurd later.
This is one of a few mech lists i am batting around, let me know what you all think.
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