Welcome to Librarium Online!
Okay, i'm working on building up an army that is based in more harrassment tactics than straight on into the fight,
this is a 1000pt army i have drafted up hoping it would be a good fighting army:
HQ: SM Capt w/ Jump Pack 125pt
Troops:Tactical Squad A 10 men: HB Flamer, Sgt has Chainsword & PP 185 ptsFast Attack:
Tactical Squad B 10 men: Meltagun Lascannon, Sgt has Melta Bombs 190pts
Scout Squad A 5 men: Camo Cloaks x 5, Snipers x 5 90pts
Scout Squad B 5 men: Camo Cloaks x5, Shotgun x 3 combat blade x2 90 PtsLand Speeder Storm 1: Heavy Flamer 60ptsHeavy Support:
Scout Bike Squad 3 units: Locator Beacon & Cluster Mines 105Devastator Sqd, 5 men: Heavy Bolter x1, Missile Launcher x1, Drop Pod 155 PtsMy tactics would involve using the sniper unit and scout bikes to infilitrate near enemy positions, as well as for booby trapping, the land speeder storm would be used for deep striking my assault oriented scouts, and the scout bikes would also be used for bringing in the devastator squad, using the locator beacon. tactical squads are designed to split up into combat squads, or stay together as a single unit.
What are your thoughts?
Last edited by tassadar7945; July 7th, 2010 at 01:20. Reason: forgot point value for devastator squad
I will say that the tactics are sound but in practice will have a number of obstacles that will be very hard to overcome. I will use one of my general 1000pt lists as an example. In said list i have a razorback, 2 rhinos, a speeder and a vindicator. how will your list be able to handle that much armor? or if you were to come across someone who has taken an assault terminator squad how would you stop them from walking through your squads? how would you deal with a Trygon, winged tyrant, soul grinder or wrathlord?
now that the problems are there how do we fix them.
First off, why is there a captain with only a jump pack when nothing else in the list has jump packs? I would suggest giving him a power weapon/relic blade and either bumping him up to a bike and having him with the scouts after they move to add a little more punch or putting him with one of the tactical squads on foot.
The squads of tactical marines look OK but they could do with more mobility to keep up with the rest of the army.
I would move the drop pod away from the devastators and put it with one of the tacticals. With the pod they would be better served with a load out of MG MM/HB PF. This will allow you to use them as an alpha strike, dropping down in the opponents face and popping a tank as quick as possible and if they survive the resulting counter attack the MM/HB and PF allow them to continue shooting or hunker down and defend the ground they just claimed.
The other squad would get a flamer/plasmagun and the lascannon and possibly a power weapon to hold a point as a full squad or break up and have the sarge/special move up and the lascannon sit back.
The scouts look perfect for their purpose except that combat based squad do not really need the camo cloaks if they will be assaulting but may appreciate melta bombs or a power weapon on the sargent.
The speeder is fine as is but i would like to see at least 1 Grenade launcher on the bikes since it allows them to deal with at least light tanks as well as a little crowd control.
Although Devastators are generally considered the least value for points i would give them a set of 2 or 4 missile launchers if anything or consider switching them for a pred/vindicator. Both are good choices, the Pred is cheaper but is more static and the vindicator has a little mobility to keep up with the rest of the army and a big scary cannon to boot.
After my suggestions the list will look something like this:
Captain w/ Power weapon and Bolt Pistol 115
Tactical squad A w/ PF MG HB pod 235
Tactical Squad B w/ PW flamer LC 190
Scout Squad A w/ Snipers Camo cloaks 90
Scout Squad B w/ 3xShotgun 2xcombat blades Meltabombs 80ish (at work so no codex)
Land Speeder Storm w/ Heavy flamer 60
Scout bikes w/ Locator beacon and cluster mines 105
Vindicator w/ storm bolter 115
I cant confirm the exact points costs but if you are able to fit at least 1 grenade launcher into the scout bikes as it will increase their versatility immensely.
Hope that's helpful or at least gives you some things to consider for your final draft of the list
"There is a fine line between genius and insanity"
(>'.' )> (^ '.' )> <( '.' )> <( '.' ^)<( '.'<)
I have sadly passed that line o.0?
Thanks for the advice kwiki, yeah i have looked over my list and seen some of my problems, i built this army also based off of what i know my best friends play and have, well last time i gamed with them, they suggested dropping the HWS option all together and bringing in an Assault Termie squad for more harrassment, though that would kill me on points. I have figured them into my 1.5k team, but ahvent been able to do it yet with this one, and dropping the HWS and giving the Drop Pod to one of my T-squads is actually something i was looking at, and having multiple deep-strikers that can do a little more is definately better,
I dont have the new list scrubbed up yet, right now i'm hitting at around 1020 pts, trying to figure out where i can chop stuff off.
As my friend pointed out to me, this isnt a hit and run army like i originally thought, but a hit and truly piss off my opponent army. espescially if i have the luck of going first, or siezing initiative.