|
Oof, this may be too broad a question to really get a lot of responses in this particular forum, but ill give you a general breakdown.
Always competative:
Chapter tactics:
UM: mostly for the bag of tricks and tiggy
White Scars: nice boosts to bikes and hit and run is awesome.
HQ:
CM on a bike with artificer armour, TH/PF, shield of the eternal:
Why? he's a beatstick and a solid way to get you scoring bikes as well. He's hard to kill, can take down riptides/WKs, orbital bombardment is nice.
Lysander
Tigurius: pretty much an allstar
Troops
Bikes: more specifically white scars bikes but in general any bikes will do. 5 man bike squads with grav guns are very powerful.
Scouts: mostly in 5 man sniper variety holding objectives, or 5 man CC scouts going after backfield sitters on their side. I dont see a lot of 10 man scout squds
FA:
Skyhammer storm talons: cheap, good against flyers via their turret, you want at least 2.
HS:
Thunderfire: cheap, good against everything, you want at least 1.
What is mostly competative (aka, you'll see it about half the time in a competative but isnt a must have, good against certain parts of the meta)
Chapter Tactics:
Imperial Fists
Elite:
Sternguard
FA:
typhoon speeders
HS:
Whirlwind
Hunter/Stalker
storm ravens
What you need a plan for to make work:
So this is where we start needing more explanations, as this where a lot of the build variety has been coming from.
Troops:
Tactical squads.
So on their own tactical squads, while cheaper, still are the "master of none" troop of this game. As such to really make them shine you gotta build a plan around them.
Key problems with tactical squads:
Mobility
Getting it firepower to where you need it, and either being over pointed (by having heavy weapons for squads that are moving too much to use them), or getting caught in the backfield with no CC defenses
CC
Plans include:
- Put them in pods, fixes mobility, lets you just go with something like melta gun/combi melta gun
- put them in rhinos. Here you need like 2-3 to really start seeing this work, otherwise wave serpents will just shoot them down with impunity.
- mass them in UM to get twin link
- hav ethem in white scars for hit and run (3d6!)
HS:
Devastators -
They could go in category 2, but the problem with them is that they're still somewhat costly and cant move and shoot well.
There's also always the struggle of how many ablative wounds you want. Thus its best to have a plan
Plans include
Someone to grant prescience, tiggy with his warlord ability, etc
Tau buff commanders (to get ignore cover, twin link, tank hunter, etc)
Goign imperial fist for tank hunter
Centurions:
Their firepower is amazing, but short range, and with no invuln save and not abel to run they need a MAJOR plan to make work (but oh boy can they work with a plan)
Plans include:
White scars WITH khan and give them a landraider dedicated transport s so they get to scout
Buff mander
Shadowsun (Tau commander) who, if you use BAO faqs, gives them infiltrate
Tigurius for the divination tree (prescience and forewarning for 4++)
Lysander with Corbulo (BA) for 3+ FNP and 3++ tanking from lysander
That's a reasonable rundown, granted there's still vulkan/pedro/etc etce tc but that's a start on about half the current builds.
Most top tog right now is probably pure bike lists, but i think other marines with 1-2 bike squads or centurions for grav will still be powerful.
|