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TALON STRIKE FORCE
Pinion Battle Demi-Company
Captain (170)
- Artificer Armour
- Raven's Fury (Relic Jump Pack that gives +2S for HoW, and Strikedown)
- Storm Shield
- Thunder Hammer
Tactical Squad (235)
- 10 Marines
- Combi-Grav
- Grav-Gun
- Grav-Cannon with Grav-Amp
- Rhino
Tactical Squad (235)
- 10 Marines
- Combi-Grav
- Grav-Gun
- Grav-Cannon with Grav-Amp
- Rhino
Tactical Squad (165)
- 5 Marines
- Combi-Melta
- Meltagun
- Razorback
- Replace Twin-Linked Heavy Bolters with Twin-Linked Lascannons
Assault Squad (170)
- 10 Marines
- 10 Jump Packs
Devastator Squad (295)
- 10 Marines
- 4 Lascannons
- Razorback
- Replace Twin-Linked Heavy Bolters with Twin-Linked Lascannons
Scout Bike Squad (105)
- 5 Scout Bikes
- 3 Astartes Grenade Launchers
Scout Squad
- 5 Scouts
- Land Speeder Storm
- Replace Heavy Bolter with Heavy Flamer
Scout Squad
- 5 Scouts
Raptor Wing
Land Speeder (70)
- Replace Heavy Bolter with Multi-Melta
- Underslung Multi-Melta
Stormtalon Gunship (125)
- Replace Twin-Linked Heavy Bolter with Twin-Linked Lascannon
Stormtalon Gunship (125)
- Replace Twin-Linked Heavy Bolter with Twin-Linked Lascannon
Total Model Count: 63
Total Point Count: 1850
How I Want to Use This List
- Using the Talon Strike Force's ability to reroll pretty much every pre-game dice, I want to deploy second, and have night fighting turn 1 to optimise how I think my opponent will play, while at the same time almost wasting his own first turn, due to the cover saves that Shrouded (RG Chapter Tactics), night fighting, and general cover will provide me.
- The Scouts, Razorbacks, and Devastators form a small firebase in my deployment zone, preferably with terrain to shelter them. With the Scout Sergeants' perk of giving Ignores Cover USR to a friendly unit within 9 inches, I will have the six Lascannons firing at MC's and/or transports.
- The Land Speeder Storm will Scout 12 inches to one of the opponent's flanks, followed by the Captain and Assault Marines. Provided that it survives until my Turn 1, it will use its Cerberus Launcher and Heavy Flamer to soften up and blind infantry for the Assault Marines to charge.
- The two Grav Tactical Squads move to take midfield objectives. They are mainly geared for anti-MEQ/TEQ duties. After they disembark, the Rhinos will go support the rest of the army (e.g. blocking LoS, Tank Shocking, etc).
- The regular Land Speeder will rush a heavy vehicle and hopefully blow it up. If there are no heavy vehicles, it will stay hidden until the Stormtalons arrive on Turn 2, at which point it will designate priority targets for them to reroll Wounds/Armour Pens on.
- The Scout Bike Squad will escort the melta Tactical Squad on the board from reserves with Outflank.
Perceived Weaknesses/Possible Changes
- I feel that the Grav Tactical Squads are a bit bloated. They'll definitely put the hurt on their intended targets, but I'm considering equipping them with plasma, combat-squadding them with a different heavy weapon to help out the Devastators and Razorbacks, or maybe just reducing them to 2 5-man squads to free up some points for the rest of the army. Not sure which way to do this.
- Even with the melta that I have, if my opponent brings AV14, I don't think I'll be able to reliably put it down, due to the Land Speeder being a glass cannon and the Melta Tactical Squad being on foot.
If anyone could give some feedback on this, I would be most appreciative.
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