paid in full wrote:
Mech MeQ 2k
HQ
Njal 1x - 245
TROOPS
Grey Hunter 5x - 120
1x Power Weapon, 1x Mark of Wulfen, 1x Wolf Standard,1x Meltagun
Razorback 1x - 75
TL Assault Cannon
Grey Hunter 5x - 120
1x Power Weapon, 1x Mark of Wulfen, 1x Wolf Standard,1x Meltagun
Razorback 1x - 75
TL Assault Cannon
Grey Hunter 5x - 120
1x Power Weapon, 1x Mark of Wulfen, 1x Wolf Standard,1x Meltagun
Razorback 1x - 75
TL Assault Cannon
Grey Hunter 5x - 120
1x Power Weapon, 1x Mark of Wulfen, 1x Wolf Standard,1x Meltagun
Razorback 1x - 75
TL Assault Cannon
Grey Hunter 5x - 120
1x Power Weapon, 1x Mark of Wulfen, 1x Wolf Standard,1x Meltagun
Razorback 1x - 75
TL Assault Cannon
Grey Hunter 5x - 120
1x Power Weapon, 1x Mark of Wulfen, 1x Wolf Standard,1x Meltagun
Razorback 1x - 75
TL Assault Cannon
ELITES
Wolf Guard 5x - 207
5x Powerfist, 5x Combi-Flamer
HEAVY
Vindicator - 125
Siege Shield
Vindicator - 125
Siege Shield
Vindicator - 125
Siege Shield
45 models
6x scoring units (36 models)
9x Vehicles
16 KP (9 KP/targets for the early game)
1997 pts
6x TL Assault Cannon
6x Meltagun
6x Combi Flamer
3x S10 AP2 LBT
The general idea:
Razorbacks ferry behind the 3x Vindicators for a turn or 2 as I advance. This would give my AV11 Razors a 4+ while still being able to fire from their turrets over the Vindicators.
Njal would then give the Vindicators a moving 5+ Cover, and a 24" bubble of Dangerous/Difficult Terrain.
HQ
Njal
The integral part at making this list effective. He does a few things that I think will really help as a force multiplier.
Saga: Njal's allows units within 6" of him to re-roll Morale Tests.
Storm Caller: a 5+ cover save extends 6" from the hull of the RZR which is easily far enough to grant 3+ RZRs/Vindis a 5+ Cover Save against shooting attacks. RZRs that can move 6", fire their
AC, and still have a save. Pretty awesome.
Wrath: 24" bubble from the RZRs edge that hurts DSers, etc.
3+ Psychic Defense from the edge of the RZR will greatly help in getting on top of Eldar quickly
I5 Force weapon.
TROOPS
12
KP total... but with the vehicle rules and the Cover save, I don't think these are "gimmes" as much as others might. A single
LC shot has a 10% chance to take one razorback out. A volley from 2 Hydras(6 S7 hits) have a 44% chance at taking it out though, still it's better than the 67% chance with no save. Now keep in mind there 6. The objective with "spamming"(i hate that phrase outside of video games) is to add ranged mobile fire power, something the wolves need. Against AV12 these RZRs have a 49% chance to stop their target(in the open) from shooting(immobilize exception), 32% against AV14. So the idea is to STOP incoming fire to mitigate damage before you take it, IE. Hit harder but have a weaker chin.
The troops on the other hand are still rock solid even if they are only 6 guys, they are also all unique for wound allocation
Each squad should have in the first round of any combat:
4x Rending attacks (average)
3x Power Weapon
3x Power Fist
9x Regular Attacks
So each squad against T4 should yield 3.25x Wounds plus 2.17x Kills on average. The tactics are to combine this unit with another
GH unit to ensure the combat against bigger threats goes your way. The RZRs should allow you to dictate the assaults a little more readily. Doubling or Tripling those numbers makes for some really nasty combats.
With a 1x Flamer Template, 1x Melta and 8x Bolter rounds, I'm sure it's better to jump out and shoot, then take the counter charge, depending on your opponent, but you still have the means to shoot, then charge. It will be pretty situational, but I think you get the gist.
HEAVY
AV13 is pretty good and the 3x S10 LBT I've seen work well in Chaos Lists. Granting them a 5+ cover save makes the wall pretty solid
Pros:
It's a very shooty list
24x
TL AC shots are very flexible for engaging armor and infantry
Mobile and Mechy, fits trend for 5th Mech lists (9x Vehicles)
Nice redundancy allows you to not worry too much about a round of poor dice rolls.
Max Scoring Units
Well balanced troops for engaging Armor or Hordes
Cons:
High
KP for a Marine list
Each unit by itself doesn't "wow" but can hold it's own
Moderate Range against Fast Armies