Hi, first post here!
In a week we are starting a scalation league with some co-workers, starting a 500 and up to 2000, adding 250 points each week.
I played
40k only twice years ago, but I have been following the hobbie both on the modeling and painting as well as watching matches on youtube.
I made a 500 point list for the firsts rounds and I would like to shared and get feedback on any flaws or mistakes, both on rules and how competitive viable it is.
The competition is friendly and with a lot of beginers, my main focus is to have fund and have motivation to paint my minis, but I do enjoy the seek of the victory as well.
Full army painted photos here:
https://www.dakkadakka.com/dakkaforum/posts/list/0/784655.page#10693876
HQ
Captain on Bike, Combi-melta, Master crafted (relic) power fist, "The Imperium's Sword" (Trait)
TROOPS
Intercessors x5, Granade launcher
Scouts x5, Heavy bolter, sargent storm bolter
Scouts x5, Heavy bolter, sargent storm bolter
ELITE
Dreadnought, Heavy plasma cannon and Missile launcher
FAST ATTACK
Bike squad x3, chainswords x3, Sargent storm bolter
The strategy is to deploy the scouts in cover in the middle of the batteflied creating a line, dreadnough and intercessors next to the captain, Bikes hidden from any strong firepower.
First turn move captain forward to give hit rerolls both dreadnought for supercharger plasma, scouts and intercessors. Bikes remain hidden, flanking seeking a melta shot in turn 2 in a tank.
Turn 2 bikes and captain kick in to hurt the tank, both with melta and power fist. The dreadnough should help with heavy units as well.
With a bit of luck, the deployement of scouts could be the game changer. My idea with them is to have flexibily to capture objectives, prevent any hard charges and take the firepower due to their potential to disrup enemy lines with their own charges. They also prevent any normals shots to go to my captain, who can go in a straight line through the middle of the battlefield to punch his prey.
Ultramarine tactical doctrine in turn 2 should help boosting the bikes and intercessors.Scouts are probably going to be gone or really hurt by turn 2, which is alright if they already did their job. Dreadhnougt plasma supercharges will depend on how well I avoid damage from the anti tank units of the oponent, or the captain rerolls to hit.
I believe I got enought table control, anti- tank and anti-infantry to make a good job and be creative with how I apply the strategy.
My ideas for the 750 list in 2 weeks time is to boost the dreadnought to venerable and change the plasma for laser cannons. Depending of how well the bikes do, add a second identical unit, and look what are the main weakness of how I did on the matches to add something to cover that.
Please give me any feedback on the list and strategy behind it.
750 point list here:
https://www.dakkadakka.com/dakkaforum/posts/list/784313.page