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(I posted this on another site, too, so it may seem suspiciously familiar)
So when the DA book came out I already had more terminators than I knew what to do with, thus missing the 'build a new army experience' entirely. Thus, now that the new SM codex has come out I've resolved to start fresh with the new book, a new paint scheme, new models, etc. After a lot of list-writing I think I've come up with a general build idea that I like. The army list follows.
Primary Detachment (1190pts) (Imperial Fists Tactics)
HQ (90pts):
-Master of the Forge w/...Stuff 90pts (Not at all the best choice...but I really like that Servo-harness for some reason)
Troops (665pts):
-10-man Tactical Squad w/ Combi-flamer, Melta Bombs, Flamer, Heavy Bolter
+ Razorback (Fire-toting combat squad + MoF in here)...225pts (It is a personal requirement that I fit a Razorback somewhere into this list)
-10-man Tactical Squad w/ Veteran Sergeant (Grav Pistol, Melta Bombs), Plasma Gun
+ Rhino...220pts
-10-man Tactical Squad w/ Veteran Sergeant (Grav Pistol, Melta Bombs), Plasma Gun
+ Rhino...220pts
Fast Attack (145pts):
-Stormtalon w/ Typhoon Missile Launcher (145pts)
Heavy Support (290pts):
-Hunter w/ Big Missile Thing...70pts
-Thunderfire Cannon w/ Techmarine Gunner...100pts
-5 Devastators w/ Veteran Sergeant, 2 Lascannons...120pts
Allied Detachment (660pts) (Raven Guard Tactics)
HQ (240pts):
-Chapter Master w/ Bike, Artificer Armour, Storm Shield, Burning Blade...240pts
Troops (135pts):
-5 Bikes w/ Combi-melta, 2 Meltaguns (assuming RAW issues regarding bikes taking special weapons clears up, I'm assuming either the T-L Bolters get replaced or they can just take the weapons)...135pts (Chapter Master goes in here)
Elites (285pts):
-10Sternguard w/ 2 Combi-meltas
+ Rhino...285pts
Army Points Total: 1850pts
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General Tactics Overview:
(It's 2:34am right now, so my explanation may be weird/lacklustre/nonsensical/etc.)
Tactical Squad #1 splits into combat squads, with the Sergeant, Flamer, and 3 guys joining the Master of the Forge in the Razorback--forming what is ideally a cover-clearing unit. The Heavy Bolter and remaining four marines get put in a piece of terrain bolstered by the MoF, typically holding a 'home objective'. The other two tactical squads will usually remain whole, riding in their Rhinos alongside the Razorback to claim objectives or to take up good firing positions--all these units make good use of Bolter Drill for their shooting.
Joining the Heavy Bolter squad in the deployment zone is a Thunderfire Cannon (going in a piece of terrain bolstered by its own Techmarine), which blasts apart infantry (or even light vehicles)--in particular being used to blow swaths out of hordes. The Devastators set up in a piece of (ideally bolstered) terrain as well, taking advantage of the Imperial Fists' Chapter Tactics to make their Lascannons even better with Tank Hunters. Finally the Hunter sets up somewhere back here--perhaps waiting in reserve if I think that the enemy is going to go out of their way to kill it before flyers start appearing.
The Allies detachment uses the Raven Guard rules for Scout (and the Stealth during the first turn is nice, too), with the star of their show being the Chapter Master. This guy is designed to absolutely wreck whatever he touches while also being very durable. To make sure he takes minimal wounds as he races towards his quarry he goes with a 5-man bike squad loaded with melta weapons to pop a vehicle or two once they reach the enemy lines. The bikes aren't kitted out at all for combat and the Chapter Master is crazy enough that in I foresee him breaking off from his unit to charge enemy monsters/elites/etc that I want dead, meaning any bikes which survive the trip down the board would be free to try and grab and objective or go tank hunting.
Initially I had my Sternguard in my primary detachment, but then I realised that Bolter Drill won't help them very much--I really don't see them firing anything but their combi-meltas or special ammo. So I put them with my allies, allowing them to Scout in their Rhino alongside the bikes to provide better supporting fire and to perhaps delay the enemy's advance until the rest of my army rolls on up to join my Sternguard.
Finally, at some point the Stormtalon arrives to provide more Skyfire, if needed, or to hunt juicy targets.
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So thoughts/comments/advice/complaints/compliments/etc.? I've been debating making the entire army Raven Guard (thus folding my allied detachment into the primary one). This means I could remove the MoF (though I do like his Bolster Defences and servo-harness with its built-in flamer) and put the points to a different use (could probably nix 10pts from something else and get an AGL to compensate for the lack of Bolster...and get some more Skyfire, too. Though for some reason I really dislike taking fortifications. Anyways, feedback appreciated. I find Bolter Drill and Tank Hunters way too good, though, and I'm not sure if replacing those rules with army-wide scouting is the best choice.
I shall also note that I'm not trying to be extremely competitive or anything, I just want a list that'd be fun to play and could still hold its own non-WAAC lists.
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