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I ran this list earlier today against Black Templars. Maelstrom of War, Escalation mission. Hammer and Anvil deployment. I seized the initiative. Won the game 10 to 4. Quite happy with this list, but I want to see if there are areas in which I can improve upon it.
Space Marines w/ Raven Guard tactics, battalion detachment
Adeptus Mechanicus, battalion detachment
9 CP's
MARINES:
HQ:
- Captain w/ Jump Pack, pair of lightning claws
--- Raven's Fury relic
--- Warlord
- Captain w/ Jump Pack, power sword, storm shield
--- spending 1 CP to gain addition relic The Burning Blade
Troops:
- 2x 5-man Intercessors
- 1x 5-man Tactical squad w/ Heavy Bolter
--- Sgt: Plasma Pistol, Thunder Hammer (only because that's how the model is built)
Elites:
- 2x 10-man Reiver Squads w/ Heavy Bolt Pistols, CCWs, Grapnel Launchers
Heavy Support:
- 1x 5-man Hellblaster Squad w/ Heavy Plasma Incinerators
Dedicated Transports:
- 1x Repulsor w/ 5 Fragstorm Launchers, 2 Krakstorm Launchers, Heavy Onslaught and Onslaught Gatling Cannons, Twin Lascannon
ADMECH:
HQ:
- 2x Tech-Priest Dominus w/ Volkite Blaster and Macrostubber
Troops:
- 3x 5-man Vanguard Squads w/ Plasma Caliver
--- Alpha has Taser Goad and Phospher Blast Pistol
Elites:
- 1x Datasmith
Heavy Support:
- 1x 2-man Kastellan Robots w/ triple Heavy Phospher Blasters
- 2x Onager Dunecrawlers w/ Neutron Lasers and 2 Cognis Heavy Stubbers
Thoughts? Automatically Appended Next Post: My thoughts are as followed:
AdMech used to hold the rear. Vanguard as area denial and deployment zone objective holders. Tech-priests stick with crawlers and offer repairs while they take out vehicles. Robots sit closer to the front, switch to Protector Protocol, open fire.
Hellblasters hide in cover, open fire on whatever needs plasma to the face. Intercessors start out in Repulsor, move to objectives as needed while Repulsor offers plenty of firepower for offense and defense. Reivers and Captains hold in reserve, strike from behind or outflank as needed once they drop, and go to town on infantry. Tactical squad used as required 3rd troop choice, so either more area denial or move to grab an objective.
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