Sammael Techmarine with Servo harness and power field generator Command squad with banner of devastation 10 Tac marines 10 Tac Marines 6 Raven wing bikers with 2 meltas 6 Ravenwing Bikers with 2 flamers 3 Hyperios 3 Hyperios Land Raider Achilles with dozer blade Aegis Defence line with quad gun Comes in at 1742 I am considering swapping out the tech marine to a libby with power field gen but not sure the list hinges on the achilles for the first few turns so need that at 100% all the time really. Anti air is the 6 hyperios and the quad gun, so far they have done quite well taking out 3 night scythes in two turns of shooting and 2 vendettas in two turns of shooting. (both were intercepted then finished off the turn after missing their shooting phase, so three turns overall) against one flyer that should be dead when it comes on, Anti horde/infantry is lots and lots of bolter shots, played 2 games against RW and destroyed both in 1 turn, the first game he had 3 models left on the table end of turn 2, 2 of those being flyers, and second game opponent gave up after my turn 1 were I seized the intitive just after he done his scout move, took out his command squad warlord and two units. The amount of dice is unreal. Against longer range armies, now that may be a issue, played guard on relic and won the game by having linebreaker with 2 RW bikers and the relic with 1 RW biker, he survived two direct hits from basiliks turn 6 and managed to jink both because of turbo boost, wow!, the thunderfire does love guard behing aegis thanks to s5 ignore cover and have the hyperios and quad gun for long range firepower For scoring, I have two squads of 10 marines for backfield scoring and two squads of 6 RW bikers for mobile turn 5 scoring In objective games I tend to place my objectives within my aegis, and another within 24inches of my aegis, needs a tough unit to hold that against me!. Got a game against nids tomorrow and hopefully against Chaos, and a game on tuesday against guard with the dreaded azreal blob!
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