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Hey Dakka, long time no see
I've been working in this list for a couple days and have finally landed on something I think could work well in a pseudo-competitive environment.
Battalion detachment:
Hq:
Big mek on bike with KFF
Weirdboy with da jump
Troop:
Slugga Boys: 9 boys, 1 nob with PK
Slugga Boys: 9 boys, 1 nob with PK
Slugga Boys: 9 boys, 1 nob with PK
Slugga Boys: 28 boys, 1 nob with PK
Fast:
Stormboys: 27 boys, 1 nob with PK
Spearhead detachment:
Hq:
Weirdboy with Warpath
Heavy:
Battlewagon with 'ard case (no other wargear)
Big trakk with supa skorcha (no other wargear)
Big trakk with supa skorcha (no other wargear)
Vanguard detachment:
Hq:
Weirdboy with Warpath
Elite:
Nob with banner
Tankbustas: 9 boys, 1 nob
Tankbustas: 9 boys, 1 nob
Dedicated transport:
Chinork warkopta with x2 bombs, x2 deffguns, and big shoota
Chinork warkopta with x2 bombs, x2 deffguns, and big shoota
Total of 1996 points, 9 deployment drops, and 8 command points
So for deployment I have two of the 10 man boys squads in the battlewagon, and two Weirdboys in one big trakk and the other and the banner nob in the other trakk.
The bustas each have their own kopta to go into and those will be either hidden in ruins, near the KFF or deepstriking if I don't see a good spot for them.
The remaining 29 boy blob and 10 boy blob are going to be placed next to each other behind the vehicles for some line of sight denial.
The stormboys Will just try to fill a gap either between vehicles and walking boys because of their speed, or they'll be off to the side to flank.
The KFF mek will be in the center to cover as much as possible.
Strategy:
I tried to whittle down my drops as much as possible to go first or have the advantage to go first.
Turn 1 will have the jump and one of the warpath weirdboys jump out to be used that turn then everything will move forward and the the 29 and 10 boy blobs joining at the end of movement.
Psychic will have warpath and da jump used on the 39 boy blob to get them as close to my enemy's center mass as possible in a double or triple line to cover as many units a possible. From there, hopefully I get the charge on turn one so I can lock down or deny shooting from lot of my enemy's army. If possible, I'd leave a small trail of boys leading to the vehicle train.
Turn 2 is where things can change: either drop off one of the boys units from the battlewagon and link it up with the bigger group to avoid overwatch and to get another huge boost from warpath, leaving another 10 boys in reserve for turn 3,
OR
Drop off both units of 10 boys and link them up to either attack another angle or to take out whatever unit managed to avoid the green tide, and warpath that group while pressing the attack with the 39 mob.
Regardless of the choice made, the banner nob will get out too and will buff the boys.
At this point the stormboys will either be locked in combat as well or will be flagging down a flier or zooming around for objectives.
And this whole time, the trakks and bustas will be zooming around shooting stuff and claiming objectives.
Pros: fast to the fight, can hit multiple vectors as necessary.
Cons: no supporting heavy weapons, no backfield protection.
Currently I'm worried that the big trakks wont have clear shots because of the boys jumping in the way on turn one amd because the trakks also hold my banner non and second warpath Weirdboy so they need to stay close to the center of my army for the first turn so they may miss out on priority targets.
Another concern is that this strategy largely varies based on my opponent's deployment. If they know whats coming they could either split their army up to force me into two vectors, or they could have a lot in reserves that will hammer and anvil me once I close the gap with the rest of their army.
I have also considered adding in Ghaz since he can give an extra attack to everyone in the huge mob, but his rule states that he only gives the attack if that unit charges so I don't think it would actually happen often enough to justify him.
I also dont have a lot of experience with 8th edition. I havent played a game since the chaos space marine codex was released so I'm a bit behind the meta.
So my questions to you are:
How would you address the concerns presented already?
If you were to pilot this list, how do you think it would fare against common srmt builds like chaos or imperial soup?
What could change that would either pick up some slack or increase efficiency?
If you have read this far, THANK YOU I know I'm long winded, but I just wanted to lay out how I envision this army working so whoever reads it can understand how I built the list.
Questions, tips, tricks, and concerns welcome! And thank you again!
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