So if you run raptors as primary and take Issodon you can infiltrate 3 units + issodon. NOTE: UNITS ARE NOT BEING INFILTRATED DUE TO CHARACTERS BUT BECAUSE OF WARLORD TRAIT, SO NO RULES SHINANIGANS. (Not that I disagree with that particular rules use).
Issodon also grants shrouded and scout to his unit. Cypher grants shrouded and hit and run to his unit.
Now if the units infiltrated consist of:
Unit 1: 50 guardmen with 5 power axes and 5 melta bombs.
Unit 2: 50 conscripts
Unit 3: Inquisitor with liber heresius (for scout) and rad granades (goes with guardsmen)
Cypher goes with guardsmen and Issodon goes with conscripts.
Now both units have infiltrate and scout so will end up 12" from the opponent before the game starts. Both also have shrouded for a 5+ cover save. Guardsmen also have hit and run.
Now if we take a bunker with an escape hatch and position the escape hatch as far forward as possible. And in this bunker we place straken with his command squad, Nork, 2 priests and a further inquisitor with rad granades. Turn 1 this unit slingshots forward to catch up to the others. The priests detach to join each blob and the inquisitor joins the conscripts. Each blob is granted counter attack and furious charge by straken.
Now when each blob charges or is charged, they get +1a, +1s, rerolls to hit, likely rerolls to wound and opponents at -1t. They also have fearless.
An example list:
Issodon
Command squad
5 melta
Pod
5 tac marines
Melta + combi melta
Razorback
Tl assault cannon
5 tac marines
Melta + combi melta
Razorback
Tl assault cannon
Predator
Tl autocannon, Lascannon side sponsoons
Cypher
Straken
4 veterans
Nork
2 priests
Platoon command squad
Autocannon
50 guardsmen
5 poweraxes, 5 meltabombs
45 conscripts
Inquisitor
Liber heresius, rad granades
Inquisitor
Rad granades
Bunker
Escape hatch.
2000pts
Autocannon PCS sits on an objective. Tac squads get to scout 12" due to the razorbacks, with a further 6" move and 6" disembark, they may very well be in melta range turn 1. Also get to keep up with the blobs. ACs on razors due to the fact they will be in range from turn1. Command squad drops to melta any big threat. Pred sits and snipes light vehicles and transports, putting out as much dakka as a dev squad.
Razorbacks + squads, all characters, strakens squad, raptors command squad + pod, and both blobs all in opponents face (within 12"), turn1. Only pred and pcs sitting back.
Effective? Scary? Many opponents going to have the firepower to deal with all those shrouded bodies in 1 turn? Enough melta in their face turn 1?
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