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Made in cn
Bounding Ultramarine Assault Trooper





Looking for competitive (and in your face) list using Shrike - For marines, I was thinking of the most survivable and yet hard hitting unit possible - here is what i came up with:

Shirke - 195

10 Thunder Hammer Storm Shield Terminators 400 -
infiltrate/outflank with Shrike

10 Thunder Hammer Storm Shield Terminators 400 - Start on board -
will be running towards enemy lines - may combat squad to leave 5 terminators near my back lines to help protect my own troops and objective

5 Thunder Hammer Terminators with Drop Pod - 235 -
Will Be dropping in first turn -

Idea here is on first turn you have a lot of units in your face - pick you poison in terms of shooting or assaulting - they are survivable and when they hit you, it will hurt....first group of 10 may even get first turn assault, depending on infiltration (e.g. hiding behind a tall hill or something so they are out of site.

Tactical Squad - 10 marines; Missile Launcher, Melta Gun, Melta Bomb, Rhino - 215
Mobile troops, can stay on my objective or go after other objectives; can combat squad if needed

5 man scout squad w/ missile Launcher 85
5 man scout squad w/ missile launcher 85
5 man scout squad w/ missile launcher 85

Likely will have sniper rifles too, but the souts are mainly to get objectives, go to ground, etc. ML to provide some fire support to knock out transports if needed

Devestator Squad 5 men; 4 missile launchers -
fire support - main target are apposing transports - not worried about their tanks


Overall, I think landraiders may pose a problem, but by itself can't do much. I do have some melta, and enough STR 8 to glance it to doeath...2 may be much though....but ideally can knock out opposing troops.

Thoughts?



Automatically Appended Next Post:
Oh - and keep in Mind the entire army has Fleet of Foot USR...so the Terminators are a threat even though no transport...

This message was edited 1 time. Last update was at 2010/11/25 07:31:52


 
   
Made in gb
Tunneling Trygon






Sorry, terminators can't take drop pods as dedicated transports, you're going to have to teleport in ...


"We didn't underestimate them but they were a lot better than we thought."
Sir Bobby Robson 
   
Made in us
Space Marine Scout with Sniper Rifle






/\ What he said


I like this list, but personally I would avoid Devastators in an army which the majority of units are going to be moving. For that 150 points you could drop a dread w/ mm or Las in a drop pod first turn (rear armor hit), or field a couple of speeders with MM. With Termies marching up, it will take some guts to focus fire on the small 60 point speeders.

(4/6)*(3/6)*(2/6) 
   
Made in cn
Bounding Ultramarine Assault Trooper





hmmm...no Drop Pods on terminators...damn...should look through more carefully... if that is the case, likely teleport them in or then or start on board....

For dreadnought, no more elite choices, and the devies are a good fire base hanging out around objectives along with a scout squad or tactical squad.

In any case - thanks for the comments.

This message was edited 1 time. Last update was at 2010/11/26 01:15:24


 
   
Made in us
[DCM]
Tilter at Windmills






Manchester, NH

It looks pretty cool, but a little unfocused.

The Devastators are definitely out of place; and they're overpriced in C:SM; they don't get the price break BA and SW do. Hopefully next codex.

The Tac marines are less out of place, but that Rhino's going to die FAST with no other vehicles on the table.

I think you can actually get away with just scouts for troops- they can hunker down in cover, and with a pile of terminators between the enemy and them, your game plan can be for the scouts to survive and hold objectives on your side, and for the terminators to contest/clean the opponent off of his.

Here's my thought:

Drop the illegal pod, the tacs & their rhino, and the devastators.

Replace the 5 man squad of terminators with a 10 man squad of Tactical terminators with 4 cyclones and two chainfists. This gives you a midfield/defensive "sweeper" unit, which can run and be aggressive if the situation calls for it, OR can move and fire those 4 missiles a turn replacing the firepower of the devastators, with far more durability. The chainfists also give you something else that can bust a landraider.

Spend most of the remaining points on a terminator librarian with Gate of Infinity, and camo cloaks for the scouts.

The camo cloaks give the scouts 3+ cover (they spend as much time in area terrain as possible), or 2+ when they go to ground.

The librarian attaches to the second terminator assault squad and teleports them toward the enemy lines on turn 1. This reinforces your concept of pressuring the enemy early and putting him on the back foot. It also gets a psychic hood on his side of the table to mess with any psykers.

I can't remember if you can take a combi-melta on a terminator librarian, but if you can, it's a nice ace in the hole. If there are any points left over, you can possibly add combi-meltas to scout sergeants to stop enemies from tank-shocking them off your objectives late in the game.

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Made in us
Fresh-Faced New User





Mannahnin wrote:.

Replace the 5 man squad of terminators with a 10 man squad of Tactical terminators with 4 cyclones and two chainfists.


A squad of 10 terminators can take a maximum or 2 CML's, not 4.
   
Made in us
Thinking of Joining a Davinite Loge







I think he meant 4 rocket shots.

Jidmah wrote:That's why I keep my enemies close and my AOBR rulebook closer.


 
   
 
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