Switch Theme:

1750 Scorpion Deathwing: Vanilla Space Marines (Red Scorpions) with Dark Angels (Deathwing)  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in nl
Fresh-Faced New User




1750 Scorpion Deathwing: Vanilla Space Marines (Red Scorpions) with Dark Angels (Deathwing)

Tactics at the bottom

Space Marines Red Scorpions

HQ: Captain 100
Combi-Grav

Troops: Tactical Squad 175
5 Additional Marines
Plasma Gun
Combi-Grav
Narthecium

Troops: Tactical Squad 175
5 Additional Marines
Plasma Gun
Combi-Grav
Narthecium

Troops: Tactical Squad 175
5 Additional Marines
Plasma Gun
Combi-Grav
Narthecium

Troops: Tactical Squad 175
5 Additional Marines
Plasma Gun
Combi-Grav
Narthecium

Fast Attack: Stormtalon Gunship 125
Skyhammer Missile Launcher

Heavy Support: Devastator Squad 150
4x Lascannon


Dark Angels Deathwing:

HQ: Belial, Master of the Deathwing 190

Troops: Deathwing Terminator Squad 245
Cyclone Missile Launcher/Thunderhammer Storm Shield

Troops: Deathwing Terminators 240
Assault Cannon

drop Belial first, and in the same turn the other Squad, Belial and his Squad DONT scatter, and he has a teleport homer. So now you have 2 non scattering twin linked termie squads. I recommend deep striking at 18 inches from the enemy: 1. You can still shot all your weapons 2. Your opponent will probably move 6, and then still has to charge 12. If they do try to charge you overwatch and laugh, if they don't, they probably won't next turn you move 6, your charge range is 6 after shooting of course. 3. In the meanwhile, you have moved up your 41 models probably with running and no shooting, and running through and behind cover/line of sight

Guns Win Fights, Tanks Win Battles, Artillery Wins Wars
 
   
Made in ca
Regular Dakkanaut





A couple things

The teleport homer has to be on the board at the beginning of the turn to use it.

Belials FoC change only works in the primary detachment I believe.
   
Made in us
Long-Range Ultramarine Land Speeder Pilot




Dallas, TX

I really like the concept - I'm still new since 5th and I'm not used to seeing transport-less MSU troops, but for what it is, you seem to have a good tactic in place to distract the enemy while they advance.

IIRC, you have 5 Devestators with 4 Lascannons and the Sarge. I've tried that before, and I always found a few (8 is a good number for a shooting squad) extra models worth it. For what you spend on those Heavies, loosing one sucks. Part of the benefit of an infantry squad instead of a vehicle in a heavy slot is wound durability. Take that away, and you've got a squad that gives up 30+ points on every failed 3+ save.



Ultramarines Second Company - ~4000 points

Dark Eldar WIP - ~800 points

 
   
 
Forum Index » 40K Army Lists
Go to: