Resolute Ultramarine Honor Guard
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Hey all, I have a highlander tournament in a month and I'm trying to decide between two lists. The missions are going to be unique, all of them have Maelstrom as secondary,with the first being each player having a relic that they have to capture from the enemies deployment half, which is also a maelstrom objective. The second being old fashioned kill points, where half your army (rounding up) has to be deployed on the table, with the other half being in reserves; the caveat being that the first half has to include all of your troop choices and the warlord (somewhat alleviated by being allowed to roll for reserves on turn one on a 5+). The third is the old capture and control for table sections.
With that in mind, I have a few lists, and need help weighing the pros and cons of each.
List 1:
Chapter Master: SE, AA, TH, auspex
Tigurius - Warlord
Command Squad: 5 melta guns, drop pod
Scouts: BP/CCW, LSS
Tacticals: Plas/combi Plas, Razorback with Assault Cannon
Scouts: snipers, cloaks
Sicaran: Lascannons, Schism of Mars, Armored Ceramite
Centurion Devastators: 4 gravs, 3 hurricane bolters, sgt w/ Missile Launcher and Omniscope
Thunderfire Cannons: 2 Thunderfire Cannons
Bunker: escape hatch
Inquisitor Coteaz
Total: 1850
This list can take on a variety of threats, and has good defensive capabilities. However, on the second mission, the centurions will have to start in reserve, and they will unlikely be able to contribute much to the fight. And the bunker won't be much good other than to score a maelstrom objective, since it can't perform its slingshot roll.
(Now that I think about it, though, I could deploy the bunker within 6" of the board edge, and use that to slingshot forward on the following turn, getting an extra 18" of movement. Hmm...)
List 2:
Cypher
Chapter master: TH, SE, AA
Tigurius - Warlord
Scouts: BP CCW, LSS
Tactical Squad: Combi Plasma, Rhino
Scouts: snipers,
Command Squad: Meltaguns, Drop Pod
Sicaran: Lascannons, Schism of Mars
Centurion Devastators: 4x Gravcannon, 3x Hurricane Bolters, Sgt w/ ML and Omniscope
Thunderfire Cannon: 1 Thunderfire Cannon
Bunker: Escape Hatch
Inquisitor Coteaz
Total: 1850
The biggest change is right there at the top - Cypher comes to provide Hit and Run, the ability to Outflank the Centurions on the Second Mission, and built in shrouded, as well as contributing a plasma gun and bolt pistols worth of shots every turn. The biggest loss here is one of the Thunderfire Cannons; the place Tigurius is likely to hang out during Game 2. I was thinking of dropping Coteaz instead, but I feel that his warp charges and 3 extra powers, as well an additional ap2 attack in combat, is worth more than the Thunderfire Cannon.
I also thought of dropping the Chapter Master instead, as well as a few upgrades and throwing more bodies onto the tacticals. The problem is, if Tigurius rolls badly (and Coteaz's panic roll does as well) and no invisibility is hit, they won't have anything sturdy to protect them from being horribly mangled by shooting. Shrouding helps, but that limits movement options. And with Tau being back in force...
Cypher will do his best to infiltrate within 6" of the hatch, out of line of sight, so he can run forward and join them, since his infiltrate rule disallows him from deploying with them if they start on the board.
I suppose option three is to be a cheese mongler and just take GK with Marine allies. Draigo is the Chapter Master and his teleportation is pretty much hit and run. But I'd rather avoid that, since I find it a bit boring.
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