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Made in us
Regular Dakkanaut




Captain; Fist, Bike Arty- 175

Stern (7); 5 CM, 2 HF - 265
-Drop Pod w. Beacon
Stern (7); 5 CM, 2 HF - 265
-Drop Pod w. Beacon

Th/SS Terms (5) - 200

Bike Squad (4+1) 2 Meltas, MM AB - 185
Bike Squad (4+1) 2 Melta, MM AB - 185
Bike Squad (4+1) 2 Plasma, Mm AB - 195
Bike Squad (4+1) 2 Plasma, Mm AB- 195

Thunder Fire
Thunder Fire with Pod

1900
I was thinking 5 camo Snipers
   
Made in au
Xeno-Hating Inquisitorial Excruciator





Australia

I like it! - Except for the Hammer Termies - are they going to walk across the table? That won't really reinforce the rest of your list seeing as you're choosing drop pods and fast bikes. This equates to a first turn suicide drop, TFC sniping (Ha!) and bikes boosting towards objectives or playing the Mongol game?
I'd also worry over scattering onto your close quarters Sternguard with the TFCs. If you'd like better balance perhaps consider some other options instead of the Termies.

1. Command Squad on bikes (expensive but imagine 4x plasma guns or Melee shenanigans!) Obviously you'll have to subtract some points from somewhere

2. Stormtalons are decent atm though some players instead favour the cheaper Typhoon speeders for long range versatility. (Could be superfluous with TFCs)

3. Dreadnoughts perhaps? Lascannon Venerable can be fun or a Drop podding Ironclad could fit in thematically with the Sternguard.

4. Footslogging Tactical terminators may work... 2+ armour marching forward while firing every turn can be intimidating!

5. Drop both TFC and take a landraider for your Hammer termies, using it as movable cover for your scoring bikes PLUS if your able - when dropping your sternguard pods, position them in front of your opponent's flank, preventing him from focusing full attention on the traditional 'Land Raider Surprise.'
The bikes can turbo boost up the same flank to mop up with rapid fire riskiness!

   
Made in us
Regular Dakkanaut




On the contrary. My terminators will be deep striking. With both sterngaurd pods dropping turn 1 with beacons odds are my terminators will arrive right where I need them too. My elites create a virtual spear tip.
   
Made in us
Regular Dakkanaut




Denver, Colorado

thelordcal wrote:
On the contrary. My terminators will be deep striking. With both sterngaurd pods dropping turn 1 with beacons odds are my terminators will arrive right where I need them too. My elites create a virtual spear tip.


Doesn't this mean your TH/SS terms won't be able to assault until Turn 3 at the earliest ?
   
Made in us
Bounding Dark Angels Assault Marine




North Carolina

I have run something similar at 1500.
Captain on bike
10 stern guard in a pod-combat squad on arrival
4 bike squads
5 sniper scouts
TFC

Sternguard are pretty intimidating to my regular IG opponent but overall a little underwhelming overall. They provide a good distraction first turn but usually don't make it to turn three. It allows the bikes to close with less attention. Scouts are good to sit on am objective, preferably in some tech marine bolstered ruins.
   
Made in us
Incorporating Wet-Blending






Glendale, AZ

snaggled wrote:
thelordcal wrote:
On the contrary. My terminators will be deep striking. With both sterngaurd pods dropping turn 1 with beacons odds are my terminators will arrive right where I need them too. My elites create a virtual spear tip.


Doesn't this mean your TH/SS terms won't be able to assault until Turn 3 at the earliest ?


Having played a list very similar to this, assault after turn 3 is not a bad thing. All of your shooting has presumably softened up the enemy, and lots of opponents tend to forget about reserves. The "beta strike' of a mid to late game assault can definitely turn the game around, especially with the speed of the bikes allowing you to switch flanks quickly and altering where exactly you're applying pressure to the enemy.

The big hazard with this tactic is your opponents getting wise to the homing beacons and destroying your pods as soon as they arrive; TH/SS termies need the precision when DS'ing.


Automatically Appended Next Post:
My only advice is to try out full size bike squads, and drop the plasma for more melta or some flamers; Unlucky dice with the gets hot rule can be expensive when you lose a bike. Running two full squads instead of four 'half squads' allows you to use the combat squads rule for maximum flexibility, and saves you points in the long run. I would use HB attack bikes; dual meltas is plenty for anti-armor when combined with the speed of the bikes, and the HB makes for serious anti infantry shooting especially when combined with a flamer or two.

x8 Bikes, x1 AB (HB), x2 Meltagun, x1 PF =300 points. 9 models.Compare to your squads of 4 plus AB. You lose two meltaguns, one TL bolter, and one MM with this set up but save 70 points over your current setup and gain a PF (or whatever you may choose to equip your sargeant with, most options being cheaper still). In 6th vehicles aren't nearly as resilient as they used to be so the lack of melta shouldn't hurt you that badly. Assuming you drop from four 'half squads' to two full squads, the 140 extra points is nearly enough to buy a LR for your termies if your think you need one, since you're at 1900 points (I'm assuming you're trying to build to 2K).

This message was edited 5 times. Last update was at 2012/10/22 21:16:48


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