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It's never too early to start planning your army lists, right?
The rumors for the 6th edition of C:SM are fairly comprehensive, and have given us a pretty good idea of what's going into the codex, and what it will likely cost.
It should be noted that this list is indeed based on rumors and some assumptions. If those assumptions turn out bad, then certainly the list will need to be tweaked, if not outright invalidated.
A few assumptions this list uses:
- Ability to ally between chapters within the book. Rumors are that you cannot use SCs across chapters due to the chapter tactics rules, BUT you CAN ally one chapter with another. For the purposes of this list, I will be running IF as the primary detachment with UM allies
- Tactical squads will be allowed to take a special or heavy weapon at 5 men. This is based on the DA codex, where they are allowed a special weapon at 5 men.
- Chapter Tactics function as the rumors state for IF (Devastators get tank hunters)
- Costs rumors are accurate (SM drop 2 points a man, Sternguard drop 2 points a man, Tigurius at 165 points, Pedro at 185, etc. etc.)
There are a few more in there, I'm sure, but those are some of the big ones.
Primary Detachment:
HQ:
Pedro Kantor: 185 pts
Troops:
Tactical Squad: 5x tacticals, Meltagun, Combi-melta, Drop pod w/ Deathwind launcher: 140 points
Tactical Squad: 5x tacticals, Meltagun, combi-melta, Drop Pod: 125 points
Elites:
Dreadnought: Assault Cannon, Heavy Flamer, Drop Pod: 160
Sternguard: 9x sternguard, rhino: 242
Sternguard: 9x sternguard: 207
Fast Attack:
Heavy Support:
Stormraven: Switch out HB with ML: 225
Devastator squad: 7x, 4 ML: 158 pts
Devastator squad: 7x, 3 ML: 143 pts
Fortification:
Aegis Defense Line: Quad Gun: 100 pts
Secondary Detachment:
HQ:
Tigurius: 165 pts
Troops:
Tactical Squad: 5x, Lasplas Razorback: 145 pts
Total: 1995 pts
Strategy:
- Primary detachment tactical squads land with meltaguns and open cans.
- Tank hunter Devs with MLs (and ADL if manned by Devastator), and razorback can open as well.
- Pedro hops in the rhino with Sternguard 1.
- Sternguard 2 hops in a ruin until Stormraven pops up, then if necessary, hops in the Stormraven and rides around.
- Tigurius trys to roll (and reroll) for biomancy power #3 (granting FNP, relentless, and IWND to friendlies) first and foremost, biomancy power #2 second (enemies at -1 str and toughness), and then takes prescience to allow rerolls of shots. Also ok with biomancy power #1 (+d3 str and toughness and EW for Tigur), biomancy power #4 (leech seed). Tigurius embeds with either Devs (grants rerolls to MLs) or Sternguard (rerolls to sternguard + relentless)
- ADL and Stormraven handle anti-air
Hopefully by turn 2 or 3 most of the enemy vehicles have been cracked open, and we can start firing . I don't particularly care what happens to the tacticals in the drop pods, ideally they drop in, pop a transport or vehicle or two, and then draw fire away from the Devastators and Sternguard troops, and possibly equally importantly, the ADL (which fires at any flyers coming in and hopefully does serious damage thanks to Dev tank hunter). Using Tigurius' reinforcement rerolls I try to get the Stormraven and Dreadnought on the table turn 2, adding a Dreadnought in their deployment zone to further cause havoc while the Stormraven likely comes down near my lines to pick up the Sternguard squad #2 and launch off to the point they can to the most damage/ hold an objective. If Tigurius gets out of casting range, he hops in the secondary detachment razorback and scoots forward.
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