Local Tourny coming up, need help fine-tuning my Tank Company For those who aren't familiar with Tank Company , Doctrines taken... Siege Regiment - Chimera HQ and artillery Troops Overcharged Engines - may move an additional 6" at end of movement by taking a dangerous terrain test Ace Driver - Auto passes 6" or less of dangerous terrain Ace Gunners - Reroll 1's to hit and scatter dice A.T. Shell - Battle Cannon can hit with BS for 2D6 penetration HQ Chimera w/multilaser - 185 -Overcharged Engines - 15 -Ace Driver - 15 Troops Basilisk - 100 -Ace Gunners - 25 -Indirect Fire - 25 Basilisk - 100 -Ace Gunners - 25 -Indirect Fire - 25 5x Inquisitorial Stormtroopers - 50 -Meltagun - 10 -Plasmagun - 10 -Chimera /w Multilaser - 85 5x Inquisitorial Stormtroopers - 50 -Meltagun - 10 -Plasmagun - 10 -Chimera /w Multilaser - 85 10x Inquisitorial Stormtroopers - 100 -Meltagun - 10 -Plasmagun - 10 Heavy Support Demolisher - 140 -Lascannon - 15 -Plasmacannon - 20 -Ace Gunners - 25 Demolisher - 140 -Lascannon - 15 -Plasmacannon - 20 -Ace Gunners - 25 Battle Tank - 140 -Lascannon - 15 -Heavy Bolters - 10 -A.T. Shells - 25 Total: 1535 9 KP 3 Scoring Have 215 to spend, with a bunch of GK, GKT, Inquisitor, and Vindicare to add from Basic Idea: Deploy Basilisks on either long board edge or in my corner, if in corner, 10x stormies are on protection. Bassies are also deployed usually on at least one objective so the stormies have multiple reasons for staying behind. Heavy Tanks roll up, blast xenos, heretics and inferior marines to smitherenes then let the Chims go in and cap objectives. All this time, Bassies are clearing objectives and hordes with no mercy. the two of them can clear an objective clean of anything but deathwing termies in one turn with no cover, per the indirect fire rule.
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