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Have had a SM codex for ages but have never really liked the standard marines play style.
I've become accustomed to winning most of my games with henchmen, eldar, tau and guard
so I'm actually fine to knock up this little something for friendly play- tho I don't want to get slammed!
This build will initially be bumping up against necrons, lots of av13 + fun stuff.
First shot: 1850
HQ:
Pedro Kantor
Elite:
Sternguard x10: 5 combi-flamers + 5 combi-meltas
Drop Pod: Beacon, Deathwind
Sternguard x10: 5 combi-flamers + 5 combi-meltas
Drop Pod: Beacon, Deathwind
Sternguard x10: 5 combi-flamers + 5 combi-meltas
Drop Pod
Troops:
Scouts, 10: combi-melta, melta bomb, 5x combat blades, 4x sniper rifles, 1x missile launcher, cloaks
Scouts, 10: combi-melta, melta bomb, 5x combat blades, 4x sniper rifles, 1x missile launcher, cloaks
Fast Attack:
Scout Bikers, 3: Locator beacon, combi-melta, melta bomb, snare mines
Land Speeder Storm: Multi-Melta
Land Speeder Storm: Multi-Melta
If peeps are unaware, Kantor makes Sternguard scoring, +1 attack within 12" and gives army-wide stubborn- nice!
Battle plan brief:
Plan A, going first
-Bikers infiltrate
-Sniper scouts infiltrate back/mid-field
-Bikers turbo boost
-2x LSS turbo boost
2x drop pods land next to bikers, no scatter
LSS move 12" unload, slag some tanks with MM, combi-melta- then assault occupants, or melta bomb/kraks the tank.
Kantor (attached to a stern-squad) will give +1 attack, scouts will have 4 attacks on charge, stubborn on ld9, also reducing enemy ld by 2 from LSS cerberus launcher.
Scout bikers do the same.
2x sternguard squads disembark, splitting into combat squads- either melting a tank each, or 1 melting, whilst the other flames occupants.
Alternatively special ammo rounds to soften whatever the scouts assault.
Deathwind launchers dump a plate onto nearby infantry.
Ideally the 3 scout squads will lock down the biggest shooting threats to the sternguard. LSS can even manouver to block
3rd drop pod arrives later using one of the grounded drop pod's beacon, or mid field to address contingencies.
Sternguard represent with special ammo/4 attacks on the charge with Kantor around.
Plan B, going second
Bikes/LSS infiltrate/scout out of los- ideally in a position where they can threaten a charge on their next turn.
Position bikes close to enemy but outside los if possible.
If this is not possible, simply arrive with drop pods intertial guidance system.
Plan B reverts to plan A.
Ps..
Does anyone know the precedent for moving around/across a deployed drop pod.
Does it count as area terrain. Are you allowed on it?
Rules state units cannot embark on the pod after it has landed, but I assume that's intended for re-launch purposes.
I see the main problem with this list- too many pts banked on sternguard: but theyr all scoring, can respond to any infantry threat (melta termies if need be) and arent too slouchy in combat (could look for pts to give sarges fists).
If I drop one squad, thats 300 pts to play with. Ideally I want something in a drop pod, so that I have 3 pods (2 down first turn). Maybe a tac squad or dreadnought? With pts to spare.
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