Bounding Assault Marine
Providence, RI
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Do you think your current tournament list can beat this? Are you rock or paper (or scissors) to my scissors?
Gladius:
Khan, Moondrakkan
Chaplain, hunter's eye
Attack bike, multimelta
Assault squad, drop pod, 2 flamers
Tactical squad, drop pod, meltagun, combimelta
Tactical squad, drop pod, meltagun, combimelta
Tactical squad, drop pod, meltagun, combimelta
Tactical squad, drop pod, flamer
Tactical squad, rhino, grav cannon
Tactical squad, rhino, grav cannon
Devestator squad, rhino, 2 multimeltas
Devestator squad, rhino, 2 multimeltas
Scout bikes, meltabombs, cluster mines
Scout squad, land speeder storm
Scout squad, land speeder storm, multimelta
Astra Militarum allied detachment:
Company command squad
Ministorum priest
Ministorum priest
Platoon command squad
Infantry squad
Infantry squad
Conscripts (47)
Wyvern
Almost everything here has an alternate deployment mechanism like scout, outflank, infiltrate, or deep strike. At 135 infantry, 5 bikes, and 12 vehicles, it's boyz before toyz.
The basic plan against gunline armies: Most of the army, including all rhinos and the conscript blob led by khan and the ministorum priests, scout forward. Apply chaplain where convenient. One turn 1, drop pods come in. On turn 2 the conscript blob (with Khan and ministorum priests) should be able to assault, and then it's all hit-and-run shenanigans. The alpha strike, combined with the sheer size of the army and the drop pods hampering movement and the scouting, should lock my opponent in their own deployment zone for basically the whole game.
The plan against flying demons or hive tyrants:
Aim to go second. Keep the small units off the board to avoid nova powers. Pick a hive tyrant and shoot him with everything, esp. ignore cover grav cannon using the tactical doctrine, and conscripts with orders to monster hunt or shoot extra. On the last turn, bubble-wrap key objectives.
The plan against assault armies:
Delay them with drop pods in the way in, weaken anything that can chew through the blob too quickly. Use grav to reduce initiative to 1, then use blind to reduce WS and BS to 1. Then tar-pit, hit and run, and repeat. Use ministorum priests to let the blob reroll saves.
The plan against drop pod dominated armies:
Outflank a few units. Bubble wrap everything good at killing marines behind a thick wall of conscripts that can scout if necessary. Supplement with infiltrated scouts if useful.
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Bounding Assault Marine
Providence, RI
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Sort of.
I played a couple games with a similar list (no grav guns, less drop pods, no hunter's eye) and had two crushing victories.
The first was a game 2 concession by an elite iron hands list.
The second was against a very good tournament player playing flying demons and 2++ rerollable saves. He seized the initiative on me, but I still tarpitted his screamerstar with conscripts, after taking much more damage than I would have had I got first turn. My list took all the damage he could dish out and was still big enough to hold most objectives after 6 or 7 turns.
Then I added the grav cannons and more multimeltas and played one more game, which I lost narrowly against a flying hive tyrant spam list. Had I paid more attention at the end of the game I probably could have won, though. Or had I chosen to go second.
The most recent edit is removing a lot of wargear from the guardsmen and adding a second land speeder storm and the hunter's eye. Also, replacing a bike squad with the assault squad with flamers.
Feel free to suggest any substitutions! I have about $100 in store credit right now, and also lots of bikes and guardsmen wargear options.
Also tell me how your list would handle dealing with this one.
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Bounding Assault Marine
Providence, RI
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Attaching Khan (or another white scars character on a bike, who all have scout thanks to Khan being the warlord). If one model has scout, the whole army has scout.
I'm considering switching out the 10th company task force and the wyvern for the armored task force: 2 whirlwinds and a vindicator, and a bike for the techmarine. That gets me boosted cover for the artillery pieces, a 2+ save that the ministorum priests can make rerollable in the assault, and a few spare points to spend on wargear for some of the guard squads. Automatically Appended Next Post: It's going to be played in a NOVA format in about a week...
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