Hi all,
I found out about a tournament local to me in Feburary, and in order to help me prioritise what to build / paint first for i can get maximum practise time in, i've decided to make my list now (a whole 4 months in advance

).
I'm running with White Scars chapter tactic.
HQ:
Khan w/ Moondrakken - 150
Chapter Master w/
TH, Shield Eternal,
AA, Bike - 250
Command Squad w/ Apothecary, Bikes - 150
Troops:
Bike Squad w/ +2 men, 2 Grav Guns, Combi-grav, Meltabombs - 150
Bike Squad w/ +2 men, 2 Grav Guns, Combi-grav, Meltabombs - 150
Bike Squad w/ +2 men, 2 Grav Guns, Combi-grav, Meltabombs - 150
Bike Squad w/ +2 men, 2 Meltaguns, Combi-melta, Meltabombs - 140
Fast Attack:
Stormtalon w/ Typhoon Missiles - 145
Stormtalon w/ Typhoon Missiles - 145
Heavy Support:
TFC - 100
TFC - 100
Space Wolf Allies
HQ:
Rune Priest w/
JotWW, Fury of the Wolf Spirits, Chooser of the slain, Bike - 145
Troops:
Grey Hunters w/ +5 men, 2 Plasma guns - 170
Drop Pod - 35
Puts me at 1980. 20 points left.
I'm pretty sure i'll manage the main detachment fine. But i'm unsure on allies. I think i've found the best, but perhapse there are better options?
So, all 3
HQs ride around in the command squad, making a nice big juicey target.
CM tanks wounds.
The Rune Priest is my answer to psychic powers.
IIRC, a 4+ shuts the enemy powers down. Not to mention, having some psychic powers of my own. I considered divination, but i get re-rolls on my bolters anyway, so it'd be a huge gamble for 'useful' powers. I went with a Chooser of the slain, for one reason. My ability to scout is countered by the enemies ability to infiltrate, which is mitigated by me taking infiltrators and forcing a roll-off for the infiltrate. Having the chooser of the slain denies them the infiltrate in the first place. Makes sense, right?
The command squad is mainly there for the
FNP save, and for a place for my
HQs to hang out without causing shots to go into my troops.
I'm not an expert on the
SW codex, but the Grey Hunters seem like the most reasonable troops to take. Forming a
DP alpha strike with plasma could be effective combined with the bikes.
But there are still 20 points to spend. I was thinking, i could get 4 flamers into the command squad. Common anti-beatstick unit tactics are to tarpit with expendible units, flamers would seriously hurt the charging unit before they even get to
CC. Or, i could give the
CM an auspex (to reduce a units cover save). Helpful for entrenched units. And then leaving me enough for some flamer love for the command squad. Or i could add digital weapons to the
CM for a little extra help in
CC. So many different possibilities :O and all pretty good for 20 points.
So dakka, what do you think?
Zambro