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Command 1:
Terminator Captain
- Cati Armor
- Combi Plasma
- Storm Shield
Command Squad
- Plasma Gun 4x
- Apothicary
- Rhino
Command 2:
Venerable Dreadnought
- Plasma Cannon
Command Squad
- Plasma Gun 4x
- Apothicary
- Rhino
Battle Demi Compay:
Terminator Captain
- Cati Armor
- Combi Plasma
- Gorgan's Chain
Command Squad
- Plasma Gun 4x
- Apothicary
- Rhino
Tactical Squad - 3x
- Combi Plasma
- Plasma Gun
Land Speeder
Devastators
- Combi Plasma
- Plasma Cannon 4x
- Drop Pod
Techmarine
- Servo Harness
- Tempered Helm
- Combi Plasma
Techmarine
- Combi Plasma
Honored Ancients:
Dreadnought
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The name of the game is Soak, Drop and Re roll. Cap #1 gets put with the devastators and Drop pods in on turn 1.
Each Command squad gets a Rhino and Techmarine. The techmarine is there to provide extra shots, fnp buff, and a
2+ save (doubt I'll ever use them to repair vehicles.) Tac squads are mostly to distract and reinforce, while Cap #2
arrives by deep strike to reinforce where needed.
You may notice a great deal of plasma. The Temp helm allows a squad to re roll 1's in shooting, as does the #6 W.L.
trait on the IH chart. I'll also be using my Tac doctrine to allow the max number of gets hot re rolls. Between
thees, armor and a board wide 5+ fnp (2+ or 3+ for most) I doubt I'll loose anything significant to Gets hot.
This is primarily anti MEQ/TEQ and anti alpha-pods as those groups dominate the meta where I game (out of 50 or
so players we only have 2 guard, 5 eldar, 4 tau and one lonely 'Nid player.)
Thoughts?
* I realize mixing Grav would be better for several of thees groups, but I'm an old player and don't have much grav to pass around.
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