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The main strategem Im going for here is going mostly is a 'look at the birdy' kind of fight. Basically if theyre concentrating on one side of my pincer attack they wont be concentrating on the other.
Point Cost: 2500
Space Marine Captain
Boltgun, Relic Blade, Artificer Armor, Digital Weapons
Master of the Forge
Conversion Beamer, Digital Weapons, Power Sword
Tac Squad 1
10 Marines, Flamer, Missile Launcher, Plasma Pistol
Tac Squad 2
10 Marines, Plasma Gun, Plasma Cannon, Plasma Pistol
Tac Squad 3
10 Marines, Meltagun, Lascannon, Plasma Pistol
Scout Squad 1
5 Scouts, Missile Launcher, 2 Sniper Rifles, 1 Boltgun
Scout Squad 2
5 Scouts, Heavy Bolter, 3 Sniper Rifles
Sternguard Veteran Squad
CC Weapon, Stormbolter, Multimelta
Assault Squad 1
5 Marines, Plasma Pistol
Assault Squad 2
5 Marines, Plasma Pistol
Predator Tank 60
Twin-Linked Lascannon, Sponson Heavy Bolters, Storm Bolter
Siege Shield, Extra Armor
Rhino (Tac Squad 1)
Rhino (Tac Squad 2)
Rhino (Tac Squad 3)
Land Raider (Terminators)
What would you have differently? Ive read things where people have misgivings about having a TFC and Conversion beamer, but my plan for those is to stick them in a corner somewhere with good to moderate line of sight to possibly keep my opponent boxed in or moving in the specific areas that I want him/her to.
What would i do differently? -I would repaint them and change the chaptericonography to anything other than smurfs
haha we have an ultramarine hater here lol. Ultramarines are awsome we get really nice figs and awsome special characters. Our codex also gets updated really often because of the popularity of space marines. We even have a movie comming out based on Ultramarines. How is it not awsome to be Ultramarines?
Nothing more funny than 3 inquisitors with sanctify when facing deamons. They cant do anything while you stand in front of them having a tee break.
I was actually looking for force organization suggestions. Maybe a way to free up some points or take a different heavy or elite or HQ choice.
this should actually be <3000 because it is greater than 2000 not less than. *facepalm*
Ultramarines! They are the Chapter to have, definitely first amongst the Space Marines.
Can you tell us which parts of the army would be doing which in the pincer movement? A better understanding of the intended use lets us know more accurately where you could improve...
Also, is this designed for use against any particular army - I can't help but notice you have a lot of Plasma Pistols (75 points worth to be exact), are you expecting to face a lot of 2+ saves.
Another initial thought is that you have a few 5-man squads - at 2500 I'd definitely go with 10 man squads - you can then combat squad them if necessary, but they gain added survivability. Try to up the Sternguard model count though. They could do with it.
Sorry I should probably clarify that the Tactical Marine squads are all 10 man squads. I was just annotating that I paid the 80 points for 5 more marines in each of the Tac squads. The pincer move is probably going to be made as one arm being the predator and maybe the dreadnought and the flamer/ML tac squad. The other arm is going to be the other two tac squads and the vindicator. The Thunder Fire cannon and master of the forge are going to stay in the back. I'm going to use the master of the forge to try to keep the other players armor where I want it, through sheer intimidation of a conversion beamer hitting it. My assault squads are going to go up the middle and engage whatever enemy squad I think is the biggest threat to my army, being my throw away units so my pincer can get into position for some cross fire. My sternguard are my wild card, I plan to utilize them for whatever I don't really expect. Obviously this plan is just the base line plan that I will use, as if I don't adapt and change as the battle progresses I will definetly lose. My pincer arm composition definetly relies a lot on the deployment of my opponent aswell.
No particular opponent army in mind. I don't expect to run into too many 2+ saves, but it really depends on my opponents movements. I want there to be no safe route for say, as an example, obliterators. I want my opponent to have to think and play each one of his movement phases as if he is making a sacrifice to put his units in a position. Keeping him on the defensive makes it easier for me to outflank him.