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Made in us
Dakka Veteran





Spoiler:

Space Marines Primary: 1210
HQ
Chapter Master
- Bike
- 2+ Armor
- Power Fist
- The Shield Eternal

Troops
5 Space Marine Bikes
- 2 Grav-guns
- Meltabombs

5 Space Marine Bikes
- 2 Meltaguns
- Meltabombs

Fast Attack
Storm Talon w/ Skyhammer Missiles

Heavy Support
Thunderfire Cannon

5 Devastator Centurions
- 4 Grav-cannons, 1 TL Lascannon w/ Omniscope
- 5 Missile Launchers

Tau Allies: 630
HQ
Buff Commander (2+, MSSS, CCN, Puretide, Onager Gauntlet, Thrusters, 2 Shield Drones)

Elites
Riptide w/ Ion Accelerator, TL Fusion Blaster, EWO

Troops
10 Kroot + 1 Hound
10 Kroot + 1 Hound

Heavy Support
Skyray w/ Blacksun Filters

Total: 1840 (10 points left for whatever...Veteran Sgt on a unit of Bikers? Flamers for the Tau Commander?)

Ideally, the Commander joins the Centurions to give them Tank-Hunter/Monster Hunter, Ignores Cover, Twin-Linked, and Hit and Run. The Chapter Master starts with the unit to buff his Orbital Bombardment and then goes off to wreak havoc.

The main questions are:
1) What can I do about my weak scoring units? 4 units is already a bit low, plus all of them are relatively flimsy. What can I cut and what can I add?
2) What could I do against Daemons? I feel like a Grimoired unit of Flesh Hounds could take on my entire army (hopefully an exaggeration but still...).
3) What Chapter Tactics should I go with? I'm leaning towards Iron Hands, but White Scars would help all those bikes.

Thanks!
   
Made in us
Fresh-Faced New User





I think that you want iron hands. Giving all your guys 6+FNP is good. The cover sounds nice but there is a lot of stuff in the game these days that can ignore cover. You also get the FNP in combat. Also done underestimate the it will not die on your chapter master. With four wounds and getting them back on a 5+ at the end of each of your turns can be crazy! Between the FNP and the IWND my chapter master has had the equivalent of nine wounds in a few games. As far as your week scoring units? you just have to be carefull with them. Make sure you only put them in situations you know they can succeed in. If you think there is a good chance they will die then hold them back, That's just something you will have to play with. The list seems fairly good. The Devistator Centurians are just to expensive for competitive play.

Also the Riptise is better off without the Ion Accelarator. Running it with the heavy burst cannon interceptor and sky fire seems to be the best. That way you can make your nova charge work more for you. You nova charge your gun shoot on your turn intercept something of your oponants. Then your next turn you nova charge your jet pack and just get out of there,

Let us know what you end up going with and how it works out for you!

This message was edited 3 times. Last update was at 2013/11/22 07:26:30


 
   
Made in us
Dakka Veteran





Thanks for your suggestions! I think you're right about the Chapter Tactics and the Riptide. With the extra anti-air from the Riptide, what do you think about dropping the Stormtalon for another unit of bikes (maybe with flamers)?

I'm still not 100% sure about the Centurions. They're crazily expensive, but they kill anything they shoot at (even Wraithknights and Riptides). They're resilient to lots of commonly seen units: Wave Serpents, Missile Broadsides, Heldrakes, Tesla Destructors, etc.
   
Made in us
Pyro Pilot of a Triach Stalker





The Eternity Gate

I believe shield drones are at T4 which means with 2 will put them at majority toughness rather than 6 where you want to be at.

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