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Made in au
Imperial Agent Provocateur





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.





This message was edited 1 time. Last update was at 2012/06/03 03:48:43


2000
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Made in us
Hungry Ork Hunta Lying in Wait




New York

if you can grab a Librarian give him Gate and Force Doom for 5+ invo throw him in the stern guard squad for an invo save for the hole sqaud. Also dont for get about Combat Tactics if ur stern guard are at risk of getting assaulted and you dont wanna get assault you can always opt to fail any morale checks (if you have to take one) its save my sternguard contless times then next turn regroup and move out

6k+, 2k, 2k, 2k, 1k, 1k
 
   
Made in au
Imperial Agent Provocateur





Gate seems ok, SM Librarian powers are just so rubbish compared to the GK ones I'm used to! lol.
Correct me if I'm wrong, but taking Kantor I'd lose combat tactics for stubborn and 'hold the line'

2000
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Made in ca
Boosting Space Marine Biker





Quebec, Canada

optimus-prime-time wrote:Gate seems ok, SM Librarian powers are just so rubbish compared to the GK ones I'm used to! lol.
Correct me if I'm wrong, but taking Kantor I'd lose combat tactics for stubborn and 'hold the line'


Correct, you loose combat tactics. If I were you, I'd drop the camo cloaks on the Scout, make them 5 man team (so they can be kept in reserve in the LSS when needed) and then get some other scouts snipers for holding you objective. IF you have the points, Telion is great in a small squad like that and helps make those missiles count when you need them. Oh! and it's always fun to blow a power-fist sergeant/claw Nobz/whatever from a squad you're about to assault with your Sternguards!

I'm not sure if the Deathwind are that usefull - a lightning claw or power fist on your sergeants could serve you better and more often IMO.

Good luck!

Praise the emperor, bless your weapon and pass the ammo!

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