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The goal of this list is to present an unrelenting wall of AV14 such that 90% of the opponents weapons are effectively useless. This is complemented by tough-as-nails fliers that can drop troops in tough spots late in the game. The primary challenge for this type of army is the relative lack of firepower due to fact all the points are tied up in a few models; this list aims to alleviate that issue with careful unit selection. Because all of my tanks have ceramite plating, enemies that rely on Melta to deal with heavy vehicles will find it extremely difficult to break through them. This allows me to make the most of the tank shock rules to smash enemies out of the way, and potentially off the board, without having to worry about a buried Meltagun popping one of my tanks.
Primary Detachment: Space Marines
HQ
Master of the Forge - 90
Troops
5 Tactical Marines - 70
5 Tactical Marines - 70
10 Tactical Marines, Grav-gun, Missile Launcher - 170
Heavy Support
Land Raider Achilles - 325
Land Raider Achilles - 325
Spartan Assault Tank, Armoured Ceramite - 315
Secondary Detachment: Space Marines
HQ
Librarian - 65
Troops
5 Tactical Marines - 70
Fast Attack
Caestus Assault Ram - 275
Heavy Support
Fire Raptor Gunship, Autocannon - 220
Total 1995
The three small tactical squads ride in the two Land Raiders and the ram. One of the Land Raiders also has an accompanying MotF, who can repair any hull points lost - thus, armies with limited access to strength 9-10 like Orks and DE can't necessarily rely on glancing the thing to death. This Land Raider spearheads the assault in objective games, going for the most heavily-contested objective. The remaining LR Achilles can sit on my home objective if there is one or move up in support. The Spartan with 10 man tactical squad is a flexible option to go after a midefield objective, cause havoc in the enemy backfield or simply provide support where it is needed. With five hull points, it's the toughest vehicle to kill with strength 8, but it doesn't have lance immunity so it's more fragile in that respect. Against some opponents it will have to use the two achilles for cover to limit the amount of damage it takes. The Librarian accompanies the third 5-man squad in the Caestus Assault Ram, hopefully being the first flyer onto the field. It's almost invulnerable to weaker AA fire, which means it doesn't have to worry if my opponent still has a quad gun up. By the time I bring the Fire Raptor on I will have ideally eliminated stronger sources of AA fire so that it can provide fire support unmolested. The list is fairly good at dealing with large numbers of infantry, with two thunderfire cannons, the Fire Raptor and the Ram's missiles all ideally suited to taking care of infantry. It is also almost immune to small arms fire. A big bonus of the AV14 is that Wave Serpents can't do anything to my ground units, which is a great help against armies running a large number of them. I am fairly vulnerable to flyers, but many of them aren't actually very good at dealing with AV14, particularly lance-immune AV14, so it's generally not too big of a deal. The main thing I am worried about is FMC and Wraithguard, the former because they are difficult to deal with and can pen AV14 relatively easily, and the latter because they provide realtively high-volume S10, which is also capable of chewing through AV14 better than most things I am likely to face. Other than that this seems relatively strong.
I am not sure what to best use the remaining 5 points on, would appreciate suggestions on that and the list in general.
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