Hi guys! This is just a list for a game against a friend coming up. Unfortunately, he's seen me use a similar list before, and I have a feeling he may adjust his to suit. I'm trying to make it fairly well-rounded but need a little help. Comes out at 1200 exactly. Quite a bit smaller than what I'm used to, so I feel like the list is quite bare. I just have to keep reminding myself that the opponent will be bringing less heat as well.
HQ.
Shrike
Troops
5 scouts w. camo cloaks and sniper rifles
5 tactical marines w. plasma-cannon
- razorback w. TLAC
5 tactical marines w. lascannon
- razorback w. TLLC
Elites
5 vanguard vets - sergeant w. relic blade + SS, 1 with thunder-hammer and SS, 3 plain bullet catchers
Fast Attack
10 assault marines - 2 flamers, sergeant with power lance + combat shield
5 bikes - 2 grav guns, sergeant with combi-grav
Heavy Support
none
Fortifications
Aegis Defense Line w. Quad Gun
Basic gameplan is as follows:
Plant the
ADL + quad across in the middle of the board.
If I have first turn: scout the razorbacks 6" then disembark the tactical squads so that they sit behind aegis line, potentially manning the quad depending on what the scouts are doing. Start the scouts either on a home objective, or sitting so that the BS4 sergeant is manning the quad-gun. Infiltrate Shrike with the assault marines, and get as close as possible (potentially within 6"!). On my first turn, move the
VV, razors and bikes up to the aegis line, move Shrike and his crew so that they're as close and threatening as possible (consider they can start 12-18" away, then scout 6", then move 12" on my turn, I can really put them anywhere I like) but definitely put them in cover as they won't be assaulting first turn and will be sure to attract a lot of firepower. Then fire with razorbacks, scouts, quad-gun, bikes and tacticals, as well as whatever ASM bolt pistols and flamers are in range. Run the
VV. Puts me right up at the enemy lines, and still has enough firepower that I can hopefully draw first blood.
If I have second turn: scout the razorbacks the full 12" and hide them behind the aegis line. Keep the boys inside. Infiltrate + scout Shrike and the ASM as close as possible, aiming to start them in cover but get a first turn assault off. Start the scouts on the quad gun in the middle of the board.
Possible changes: I could potentially free up some points by switching the razorbacks for rhinos, and maybe dropping one of the bikes. I could switch out the hammer on the
VV for something cheaper, but I feel like it adds some flexibility to the squad and I think I am already a little lacking in high strength and low
AP weapons. I could get rid of the
ADL - 100 points @ 1200 level is pretty considerable, but I have no real
AA without it, and giving my tacs 3+ cover and scouts 2+ cover saves on turn 1, as well as giving some cover to my vanguards, bikes and razors, will help me survive the full-force of the opponent's fire. I'm not quite sure what I'd do with the extra points though - dropping 1 bike and switching 2 razors for rhinos would give just over 100 points. I could buy a level 2
JP libby to roll with Shrike or the vanguard? If I take telepathy I have a decent chance of getting either invisibility or hallucination, puppet-master would still be good and psychic shriek is a decent primaris. Definitely potent, but does it equal a
TLAC+
TLLC+bike? Or I could use the points to add additional scouts to make them a little more durable. Ultimately though I felt the razorbacks add another 2 threats, and I felt that only having 4 bikes meant I only really had 1 dispensable guy before I start losing grav-guns.
Any thoughts or feedback are much appreciated!