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1850 SM (UM Chapter Tactics)
Tigurius 165
10 Sternguard 230 w/ pod 35
5 Scouts w/ bolters, camo cloaks, teleport homer 75
10 Tac Marines - melta, multimelta, combi-melta 170 w/ pod 35
10 Tac Marines - melta , multimelta, combi-melta 170 w/ pod 35
Storrm Talon w/ Skyhammer Missles 125
Storrm Talon w/ Skyhammer Missles 125
Storrm Talon w/ Skyhammer Missles 125
Thunderfire Cannon 100 w/ pod 35
Thunderfire Cannon 100 w/ pod 35
3 Dev Centurions w/ Grav Cannons/Amps, ML, Omniscope 290
1850 on the nose
I THINK this may work well against tau but I'm unsure against other top tier lists.
I be would look to counter:
Tau with missles broadsides/riptides
Eldar Serpent Spam
Wraithwing Necrons
Draigowing
Blob Guard and/or Typhus w/ Zombies
Helldrakes
Corndog Rush/Slaaneshi Horde Spam
Daemon Flying Circus
Tyranids (2 flyrants/2-3 Tervigons, doom in a pod etc.)
whatever SM finds to be broken: maybe white scars biker rush and/or mech iron hands?
SW pods and/or misslespam /DA Dakka banner abuse/BA rush
Basically I could try to manipulate my reserves to either alpha strike everything turn one and then beta strike flyers turn 2. Tiggy would try to get Gate (~75% considering rerolls if I did the math correctly) and/or the spell that gives 5+ inv against shooting attacks and reflects back damage from telekinesis. If I hit early I would switch over to divination or telepathy for better spells as half of telekinesis kinda sucks.
Idk though it might be better to somehow change the pod load outs to try to coordinate the flyers coming in with the pods on turn 2. My other concern is using barrage/blast weapons (granted they are antihorde not anti MEQ) when I'm trying to pod in.
(Doing something like 2 empty pods turn 1 and a defensive pod maybe 10 Tac with Las/Plasma instead into my backfield).
Then on turn 2: 3 flyers+sternguard/TAC squad with 3+ rerolling (I will avg 4.5 units in if I want that) then trying to GATE the dev CT forward potentially utilizing scouts teleport homer if the situation called for it. If I'm going 2nd idk about this as reserve rolls could mess me up and not sure what utility scouts will be. With them on the table and forward they will be a huge fire magnet as I won't be presenting many if any targets. (TFC camped behind LOS blocking terrain, prob similarly with Tiggy and Cents and Pods/Flyers off the board.
Lastly I feel like I'm light on troops/scoring units. I feel like my opponent could focus down on them relatively easy.
I feel like I have a lot of answers to things though:
Grav CT for MC/riptides
TFC/Sternguard for antihorde
Talons for antiflyer/light-med vehicle
Tri melta for heavy vehicle
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