This list is a combination of various ideas I have been toying with since the new codex dropped. I want to use our speed to create an impressive shooty alpha-strike using a combination of jump units and air-craft. A few beatstick units accompany them to mop up survivors or deal with tough targets. The list is painfully light on infantry to hold objectives but with such an aggressive list, I suspect this list will either table the opponent or die trying.
Battalion + 3CPs
117
HQ Captain (Warlord - Artisan of War), Jump Pack (Relic - Angels Wing), Thunder Hammer,
MC Bolter (Death Visions of Sanguinius)
145
HQ Mephiston (Smite, Wings of Sanguinius, Quickening, Unleash Rage)
55 Troop 5 Scouts
67 Troop 5 Scouts and Serg with Power fist
90 Troop 5 Intercessors
149 Elite
DC Dread, Fists, melta gun, storm bolter
Outrider + 1CP
90
HQ Sanguinary Priest with Jump Pack and Power Sword
76 Elite Company Ancient (Relic - Standard of Sacrifice) with Jump Pack, Power Sword
135 Fast 3 Inceptors with assault bolters
135 Fast 3 Inceptors with assault bolters
177 Fast 3 Inceptors with plasma
Airwing + 1CP
204 Flyer Stormtalon with assault cannons and Lascannons
204 Flyer Stormtalon with assault cannons and Lascannons
352 Flyer Stormraven with assault cannons, multi-meltas and hurricane bolters, Stormstrike missiles
1996 Points total
This would be 8CPs but I pay 1 for a second Relic and 1 for Death Visions of Sanguinius for Captain Smash which leaves 6CPs for during the game. A little tight but it should be adequate.
The Inceptors and Jump Pack characters start in Reserve. Mephiston and the
DC Dread start in the Storm Raven. The Intercessors will deploy in the backfield, ideally in cover and on an objective. The aircraft will deploy on a corner where they will hopefully start out of range of most enemy shooting but well within their 60" move range. The Scouts can deploy either as a screen if the enemy has a significant drop capability or ride in the Storm Raven with Mephiston. If all units mount up, this army only has 4 deployment drops which should help to get the first turn.
The plan is that the aircraft advance towards the enemy on my first turn and end up close to one flank, ideally within a few inches of enemy units. The Inceptors and characters will then drop in just behind the aircraft with Captain Smash providing a nice reroll bubble to as many units as possible (especially if I need to supercharge the plasma Inceptors). The whole lot then unleashes massive firepower that should be enough to shred the flank I am attacking.
If my opponent has a large target close to the front line such as LOW, I can use
DOA on Captain Smash to try and take it out in the assault phase. With a 3D6" charge and a reroll from the Angel's Wing, he has a >90% chance of pulling off a 9" charge. I can then spend
CPs if necessary on Red Rampage etc to ensure he takes down his target. If a juicy target is not available, I will keep him back with the drop troops so as not waste him.
Turn 2, Mephiston, the Dread and the Scouts disembark. The aircraft and Inceptors hose a fresh set of targets while Mephy, the Dread, the Scouts and the Captain line up for charges. With Wings and Quickening, Mephiston can easily charge a target around 30" away from the point he disembarked from the Raven meaning there won't really be anywhere to hide from him. Captain Smash is similarly mobile. The Dread is not quite so fast on his feet so will focus on supporting the Scouts and clearing the landing zone.
The Sanguinary Priest and Ancient with Jump Packs will focus on supporting the Inceptors. With 2 T5 wounds and a 5+
FNP, they should be quite hard to take down, even with supercharged plasma. The Priest can patch up wounded models and even resurrect fallen models at a push. With such expensive multi-wound models, he will only need to heal 3-4 wounds over the battle to make back his points. The Banner also provides its usual benefit as any model that is slain will get to make an extra round of shooting on a 4+. I rather like the idea of a plasma Inceptor dying to an overheat, making another round of shooting as he falls and the Priest then putting him back on his feet in the next turn.
This list should hit very hard with enough firepower and attacks to shred both infantry and vehicles. It has the speed to focus on one part of the enemy army and hopefully crush it completely before moving on to the next. The Priest and banner add a bit of durability to my most valuable units but the aim remains on a quick decapitation strike.