|
Can this list reliably take all-comers in an ITC event? What kinds of armies or units am I going to have trouble with?
All squads are 5 marines unless otherwise noted.
Chapter Tactics (Star Phantoms) - Option to re-roll 1s on reserve rolls, army-wide twin link for 1 turn for rapid fire, assault, salvo, and heavy weapons.
Battle Demi-Company
Drop Pod - Assault Squad (2 flamers)
Drop Pod - Tactical Squad (1 meltagun, locator beacon)
Drop Pod - Tactical Squad (1 meltagun)
Rhino - Devastator Squad (2 missile launchers w/ flakk)
Rhino - Tactical Squad (1 plasma cannon)
Captain (Terminator Armor, Thunder Hammer, The Shield Eternal)
Battle Demi-Company
Drop Pod - Assault Squad (2 flamers, locator beacon)
Drop Pod - Tactical Squad (1 meltagun)
Drop Pod - Tactical Squad (1 meltagun)
Rhino - Devastator Squad (2 missile launchers w/ flakk)
Rhino - Tactical Squad (1 plasma cannon)
Chaplain (Terminator Armor, Storm Bolter, Crozius Arcanum)
1st Company Task Force
Drop Pod - Sternguard Veteran Squad (1 combi-melta, 4 combi-grav, locator beacon)
Drop Pod - Sternguard Veteran Squad (1 combi-melta, 4 combi-plasma, locator beacon)
Terminator Assault Squad (5 Storm Shield and Thunder Hammer)
List playstyle: The two sternguard pods always drop first turn and hit whatever I put my preferred enemy bonus on. Depending on the enemy army composition I'll then drop either the two assault squads for templates or two of the meltagun tacticals for anti-armor. Twin-link from chapter tactics happens on turn 1. The terminators, captain, and chaplain are all joined into one squad and deep strike without scatter off of the locator beacons. Rhinos sit back and camp objectives in the backfield or on far corners of the board, remaining pods hit targets of opportunity.
|