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How well does a list based on this work in the new book? For example:
Commander with jump pack and tooled for combat
Maybe a dread in a pod
2-3 Tactical squads in pods
Something like that, a list designed to take the fight to the enemy. Something I've been thinking of doing. Not going into detail on what I would be using modelwise though
Thanks in advance
You know that in the first round and the next rounds, until the Pods appear the Predators will be all alone on the field and they will take a nasty beating, right?
Can't you make a Tactical Squad lose the Pod and be on foot at least for some fire support?
Thanks to all the people showing faith in me
I sometimes feel that everyone will leave me and they will be on their own...
I think the list could work reasonably well, it's very much a "Raven Guard" style list with heavy reliance on Drop Pods. Bring down two Tactical Squads first turn to get some numbers on the table, then bring down the Dreadnought for some support and the last Tactical Squad for last minute objective claiming. Support the Vanguard Veterans with the Assault Squad, which is accompanied by the Captain, and have the Predators do what they do best, which is lay down the fire. It could work pretty well, though you would have to be very careful with unit placement when deepstriking; make sure everything is well supported.
Is it? My sincere apologies, I haven't read the rules since I joined.
Well, I have been poking about a bit more, and here is the rough list I have come up with.
Librarian w/Eternity Gate + ?? (Cant decide on other power, any ideas?)
10 Sternguard in Pod
30 Tacticals in Pods
10 Assault Marines
Should hopefully be about 1500 points. And has rougly the playstyle I was looking for, although It's a bit light on assault units, but acht well. I'm only really looking for an agressive army, doesn't have to be assault. The plan is Sternguard and a unit of tacticals pod down, while everything else moves into place. The Sternguard will spend the game whooshing about with the librarian to deal with whatever, wherever. Using the Locator's on the pods (I believe I can do that?).
The pred's I'm not so sure about. If the enemy gets first turn, all that will be on the board are... well, 2 preds and a unit of assault marines (though, they can DS, but I'm not too keen on that). Perhaps more Pod mounted stuff? I really do like em
Thanks for the replies, keep em coming
Unfortunately there is nothing (that i could see anyway) in the codex that would sugest the droppods could be abused when using Gate, though i'll leave that open for someone else to answer too =)
Indeed your biggest problem is turn 1, so before you deploy your forces before turn 1, really look at the cover on your side of the board and try and tuck at least one pred into full cover. Yes, it's going to effect your ability to shoot with it, but it's worth it to ensure you're pods arrive =)
Let us know how you get on with it mate =)
the codex says the teleport homer may only be used for models teleporting using deepstrike (it specifically mentions they are not used for jump pack or other means of transport) and is clearly intended for use by terminator teleports.
i know of nothing in the RAW that mentions whether the librarian's gate power counts as teleporting.
it can be argued either way that:
a.) opening the warp and stepping through the portal can quite clearly be seen as teleporting
b.) the gate power is clearly "another form of transport" and cannot use teleport homers.
haven't seen a definitive answer as yet so check with opponents before hand.
[EDIT] i'm using a librarian to gate around my terminators for a similar task (as i like the terminator models more than the sternguard, though i'm undecided as to which would be more effective). rather than drop pod the sternguard, why not depLoy them turn 1 with the librarian - preferably behind suitable cover or screened by your preds - and start using the gate from the off, giving you a 24 inch move and 2 tactical squads on the board straight away.
Last edited by sequentius; November 11th, 2008 at 10:27.
If you want a really "in your face" army, why not swap out the Predators for Vindicators? They excel at the short range firepower, and they can still move 6" and unleash the Ordnance blast of nasty death, so you can keep them in (reasonable) cover if you don't get the first turn.
The issue of Gate of Infinity and Locator Beacons / Teleport homers has been covered in this thread (the gate of infinity) so go give it a read, but essentially the conclusions (mine anyway) are:
You can't use a Teleport Homer for it, as is no place in the rules does it state that the Librarian or the unit are Teleporting.
However, you can use a Locator Beacon, as the unit is re-placed using Deep Strike rules, and any Deep Striking unit can use a Locator Beacon.
Gating Sternguard around will definitely be better than Terminators - Sternguard need to avoid CC where possible, as they need to maximise the amount of Rapid Firing they can do, whereas Terminators should be shooting and assaulting to make the most of their 'relentlessness'.
Dunno about all the teleport homer arguing. I said Locator Beacon. Thanks for the feedback. Vindicators... Only thing is they're a tad pricey.
That's a good point on starting with more models on the board. Wise words, especially If I pod a unit to within 24" of them. I could just literally put them behind the preds. I don't think I would take dangerous terrain for deep striking out of terrain.
I'm not sure about the 10 assault marines. They would be a bit vulnerable if the enemy got the first turn. Perhaps replace them with a smaller vanguard unit? Considering I have 4 drop pods. Thoughts?
Which sort of Predators were you looking at? a Vindicator is more expensive that a Predator Destructor by some 30 points (which isn't that much for the increase in potential destruction), but it's 50 points cheaper than an Annihilator!
If you're worried about the Assault Marines, just keep them out of sight during deployment if possible, but like you said Vanguard could work too, in which case Locator Beacons are a definite must.