Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
Hi there, been working on a RG list for a while now and started playing some games in a local league. I'm trying to keep it rather with the fluff, utilizing scouts and fast moving units like assault marines and speeders, and drop pods. Hoping this works out rather competative, but I don't need it to be hard core.
Chaplain with jump pack
x2 10 tactical marines, 1 ML, 1 flamer, power weapon, drop pod
x2 5 scouts, 4 snipers, 1 ML, camo cloaks
x1 8 scouts, 7 combat blades, pisotols, 1 powerfist, pistol
dreadnaught w/ heavy flamer, drop pod
x1 8 assault marines, powerfist (both chaplain and Shrike join them)
x1 2 Typhoon speeders
x1 2 speeders with MM and HF
I like your premise but I think you can get more bang for your buck. You don't need the Chaplain as they're so-so fighters, I'd grab a Captain with Relic Blade and SS instead, that will go toe to toe with anything, even separating from your blitzkrieg unit.
Maybe you can go even further with your lightning strike attack. Consider 2 Land Speeder Storms with a Scout Squad each. The unit has Combat Blades and the Sarge has a PF and a Combi Weapon. Those can assault turn one and pack a great punch, especially against armor! Than you can have Scouts hanging back for shooting support and objectives while your Drop Pod unit goes where needed.
I'd give the Drop Pod unit a PF and maybe a Melta, you want to kill armor quickly because most of your army isn't mounted.
Dreadnought looks great.
Assault Marines look good, it'd be nice to bulk them out in case you go 2nd but it's not do or die.
You'd have to drop the Speeders to make room for the Storms if you did that but that's not so bad, you can buy another Scout unit, or a Whirlwind, some more firing support like that, which you could probably use.
Hope that helps and gives you some ideas to play with.
Hmm that does indeed give me some food for thought. For the captain, would you give him the jump pack, to join Shrike and his unit? Although the chaplains are no longer their former combat glory, they do give the whole unit a nice touch, with the rerolls and fearless.
I am considering doing up a couple landspeeder storms for my next addition. Just seems right along the lines of a RG alpha strike force. I dind't realize you could get first turn assault with them though, but I suppose with Scouts rule, they can move 12" before the game starts, right? Then 12" movement, and a 6" assault move by the scouts? I think I would do powerfist and combi flamer on the SGT though, just to get a few more wounds applied before charging in. But what about the speeder, a HF to help the scouts, or a MM to go tank hunting after? Will it even survive being that close to the enemy with only AV10, to get to use the MM in turn 2?
It can actually go 24" during it's Scout as it's a fast skimmer. With some nice terrain or lucky cover, they'll make it through. The times they bust 2 or more tanks on your opening turn will make up for the failures.
I'd probably put him with Shrike and company. The Chaplain does give a nice punch but you can Turn 1 assault with Shrike also, imagine Shrike with an Assault Squad assaulting, the Captain breaking off to assault and 2 Scout Squads assaulting, Turn 1. Will it work every time? No but you still have a lot of hitting power when it doesn't and I'll be honest, that sounds stupidly fun.