Tagony wrote:This is for my Chapter Space Marines to beat Space Wolves. Got a game coming up and usually we tie or come close every time. I set up my firing lines, he hops in rhinos filled with grey hunters and a rune priest. Usually has some long fangs camping somewhere.
Its going to be a 2k point game
HQ Pedro
Command squad with champ, and apoth in razor with
TL LC
As mentioned earlier, Pedro can't take a command squad. This is ok, as they are generally overpriced and should be avoided. Just pop Pedro in with the sternguard and buy some combi-weps and a Drop Pod
Tagony wrote:
Troops
10 man
tac with
ML, flamer,
PF/ Rhino
2x stern 6 man, 1MM,1MF, and
PF on sarge
2x Razors with
TW LC
2x 5man snipers with
ML (can snipers go 5 man with
ML?)
As mentioned, Stern are still elite not troops, but do score so you should still be ok for holding objectives. I would ditch the
PFs on these squads, as they have really lost their usefulness in 6th with the advent of challenges. Way to many points for a
ccw you will probably never get to swing with a 1W model with a 3+ save. Using Pedro as
HQ you can't use combat tactics to get out of
CC, but I would still run a naked Sgt to eat challenges and protect your unit. If you must upgrade the sgts, a combi-wep with squad synergy is nice, but I'd avoid the power weapons. This is especially true of Pedro's squad as your opponent will probably launch his
HQ/
CC Mosters at it and you want the Sgt to eat the challenge, and free Pedro up to decimate the opposition with his
PF.
Sternguard are for shooting, not
CC, equip them as such. For the price of the upgrade on the Razors you can buy an additional sternguard trooper with a Lascannon and save yourself the cost of the Rhino. Mini stern squads with 5 men and 2 lascannons are a decent
dev squad alternative for
AT, but the Razzors will just get shot to pieces and cost you your lascannons and a
KP for little return.
If you must keep the transports and want to avoid pods I would seriously consider leaving them in a plain jane Rhino so you can at least fire out of the top hatch if necessary and can bring a full size squad. 10 men are better than 5, you can now snapfire heavy weps from the hatch, and with a full squad overwatch shooting becomes much scarier to assault units coming at you (especially with a flamer)
I almost always saturate my sternguard with combi-weps, but 10 naked sternguard in terrain are still terrifying to many opponents simply due to their special ammo, and will always deal boku damage and draw a lot of fire off your other units. A
TFC techmarine can help them survive even longer with the ruins upgrade for a 3+ cover save.
As stated strip off the Ven, its not necissary, and stick to the Autocannons. If you have points and $ to spare check out a Contemptor Mortis for an upgraded version of this model with better stat line.
Tagony wrote:
Heavy
2x Preds las on the side and
AC on top
Vindicator
Should work fine but might drop one of them in favor of a
TFC. It has great utility, has a free techmarine, saves some points, and gets to buff some ruins for you.
These are fine, just make sure to keep them in separate units so that they can move back and forth jinking and shooting at different targets.
Tagony wrote:
My plan is usually pop a rhino and shoot to death whatever comes out, but I haven't played 6th ed yet. Any suggestions? He doesn't use flyers.
Yes I plan to take advantage of Pedro's bubble for counter attack measures or making a grab for objectives.
Overall you seem to still be in the 5th ed mindset and have not corrected your army for 6th.
AR12 is decidedly fragile in 6th, and will almost always die in the first or second turn. As such most armies are running much less armour, and those they do use tend to be AR13+. Thus you need to tone down some of your
AT and look for some extra
AA beyond the Mortis (
ADL would work with scouts) as fliers can be nasty.
Also remember that there is no more assaulting out of non-assault vehicles, so Rhino/Razor spam units must absorb a full turn of enemy shooting before they can even hope to get into
CC. As such it is often better to put forward units in pods and utilize the Combat squad / 6" deployment move to get close enough for rapid fire right out of the gate (mabey grab some cover too).
Pedro's bubble is nice, but its not really why you take him. He is there to provide scoring sternguard, and to utilize this fully you should max out your use of them and drive their numbers up so at least some of them survive.
Also, Drop Pods have really been upgraded in 6th, but don't feel that taking drop pods mandates their use. You can always set your Stern-up in a gunline and deploy empty pods to block
LOS, Lanes of Travel to control you're opponents movement when they arrive.