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Last night i was writing up an army list for a general SM army when i figured id try and do a fast list. Here's what i came up with:-
- Space Marine Bike
- Artificer Armour
- Digital Weapons
- Hellfire rounds
- Auxillary Grenade Launcher
- Relic Blade
- Melta Bombs
Space Marine Bike Squad x2
- Bikes x2
- Attack Bike
- Power Sword
- Melta Bombs
Scout Squad x2
- Bolt Pistol and Close Combat Weapon
- Power Fist
Land Speeder Storm x2
- Heavy Flamer
Attack Bike Squad
- Attack Bike x2
- Multi-Melta x3
- Missile Launchers x4
Predator Tank x2
- Heavy Bolter Sponsons
- Extra Armour
Originally i had a 2nd Attack Bike Squad with Multi-Meltas but i realised i had already used up two of the Fast Attack slots with the Storms. I chose to fill the spot with a Devastator Squad armed with Missile Launchers as i figured there was more than enough bolter fire coming from the army, and that some extra armour penetration would most likely be more useful than two or four Heavy Bolters (plus i only had 150pts to use).
When playing a 1000pt game the plan would be to have all bikes turbo boost and have the Storms outflank and then on the 2nd turn start to take out enemy units. If one or both Storms came onto the board 2nd turn they would then approach enemy tanks, the scouts would get out and then assault the tanks (a lot of the regulars in my store fail to move their tanks 1 inch a turn, so a quick attack usually takes them out). For 1500pts the Predators would move 6 inches a turn until they are in a position best to attack the enemy, the Attack Bike Squad would go after enemy big guns or lone characters and the Devastator Squad would wait for everything else to fire and then take out units the rest failed to do so.
For 2000pts i have 500pts to spend on Elites choices. One idea i had was to field two squads of 10 Sternguard, while that would mean no transport for these guys, with an army that is averaging 6 - 13 inches (you dont have to move 18 for the cover save and to hit bonus) a turn it is highly possible the enemy will forget about the two units of hellfire rounds approaching on foot.
Another idea was to field either two Venerable Dreadnoughts armed with anti-tank weapons or two standard Dreadnoughts and an additonal HQ on bike.
Suggestions, opinions welcome.
Last edited by TheShad0w; November 23rd, 2010 at 07:51.
Ive been having a look at what i can take for the last 500pts and im thinking about two Ironclad Dreadnoughts, with Hunter Killer Missiles, Assault Launchers, changing Storm Bolter for Heavy Flamer and giving both a Drop Pod with Locator Beacon. Then with the remaining 50pts upgrade both Predators with Storm Bolter, Hunter Killer Missile and Dozer Blade.
Ive used an Ironclad in the past and found them to be quite effective. With a fast army, having a Drop Pod land amongst the enemy's tanks and hopefully taking one tank out with the Ironclad will force the other player to face a difficult choice. Either ignore the Ironclad and risk loosing another tank or focus most of your fire onto it and then get rear ended by the fast units next turn. Then again when using a Ironclad in the past i had a bad habbit of leaving the rear of the Dreadnought facing some of the enemy's hard hitting units.
Does no-one have any thoughts? Or is my list perfect? lol.
This looks like a pretty nice start to a list, bike models are just a bit expensive for me. Anyway, heres a couple of hints (besides posting lists in the list section!!)
Don't mix Meltas and Flamers in squads. One melta will miss and this is upsetting. Two can still miss, they just do it (far) less often. Also bikes get twin linked Bolters if you must shoot Infantry so use them instead.
Land Speeder storms are random and cool. I don't know if I'd use two though; it starts getting a bit gimmicky and anyone playing you again will know exactly what to expect.
I don't really understand your Attack Bike bit. 2 Bikes with 3 Multimeltas? Since you get Bikes as troops I'd probably just buy more Bike+2Melta squads.
I'd be tempted to buy a Plasma bike squad. Bikes are Relentless which is good for Plasma. It would give you a lot more power against 2+3+ save things and monstrous creatures.
Extra Armour on Predators is a waste. 20% more points and why would you need to move anyway? They should sit and shoot from turn one. I like the idea of slow Predators and fast Bikes giving your opponent a tough choice of what to shoot. Destructor is the way to go, Lascannons aren't needed if you have lots of Melta.
Powerweapons on bikes is a waste. You don't want to be fighting in CC as you will lose; your models are expensive and defensively pretty weak (1 T5 wound is not great). If you end up charged, lose combat and run with Combat Tactics.
Melta Bombs+Meltaguns is not needed, the only thing not easily killed with Kraks are Raiders and Monoliths which should be Melta'd or ignored respectively.
What's the Captain supposed to do? He gives you bikes which is nice, but you have him shooting and assaulting. Pick one and stick with it.
Hope that helped.
On the whole, it's a pretty solid list. I don't personally much care for the Land Speeder Storm, but the two you have add a lot of character to your list, so keep them. And, in the context you are using them, they contribute to your army as a whole. I also don't much care for Predators, as I like to be able to move and shoot, but that is more a personal preference thing. If you like them, use them.
As for expanding your list, I would encourage you to go with the two Ironclads option. They are rock hard, and Drop Podding them MAKES your opponent deal with them. What I would suggest, however, is instead of pimping out your Predators with gear they very likely won't need, buy your Devastators a Drop Pod as well. Don't actually deploy them in it, but by taking a third Pod you allow both of your Ironclads to arrive on your first turn. Double the flavor, double the fun. Then, when the empty Pod shows up, drop it where ever it is annoying: in objective games use it to context an objective, and in kill points put it in some far flung corner where it's out of the way.
But on the whole, a very solid list
I guess i could switch the special weapons for plasma, only reason for going with a mix was that i can use the flamer to burn out enemy in cover and then cause a Instant Death cover save with the Meltagun, then when travelling past vehicles give them a shot as well.
Ive never used Storms before but because there is a semi-regular guy who uses them quite well, figured id give it a go. Everyone knows what he does with them but people still forget and having two would make them really annoying.
If you look at the Attack Bike entry the squad consists of 1-3 Attack Bikes, if we were allowed to post point costs, you would see the initial cost of the unit, then the two bikes added on.
I always take Extra Armour, granted it's 30pts for two tanks but it's better to not shoot but move than to not be able to do either. Depending on how the enemy has deployed i will most likely shoot turn one, i was just saying in general with regards to moving 6 inches a turn.
The reason for having a power weapon in the unit is if i get charged or going upagainst a squad of guardsmen that ive just peppered with twin-linked bolter fire. My way of thinking is that it's better to have it and not need it, than need it and not have it. I sometimes people get really lucky dice rolls, so with a power weapon it removes that luck (or at least some of it). Im going to keep the Melta Bombs as they come in handy if the units come across tanks that havent moved, just assault them and hopefully blow them up, then move on next turn. Remeber Monolith's ignore the Melta rule, so Melta Bombs still come in handy.
To an extent i might change some of the gear the Captain has, although i will keep the Auxilliary Grenade launcher as it can be fired as well as the Boltgun (i figure the twin-linked Boltguns will count as well). Granted it's only a 6" range but it's still a Krak/Frag Grenade in the face. Fire it just before you assault and remove some of the enemy.
If i removed the 50pt upgrades for the Predators i would then be able to add another Drop pod, i believe the other player would be quite annoyed to have two Ironclads drop in turn one, quite funny too, lol.
As for weapons choices, I agree with GoliathX; it's generally better to specialize a unit rather than mix roles. This is, however, entirely subjective. If mixing works for you, then run with it.
From the arguments I've seen, Melta bombs do work on Monoliths. The reason is that they are not Strength 8+d6+another d6 for being Close Melta (they aren't even a weapon so they can't have the Melta rule, they don't have an S or an AP value either). RAW written says Melta gets an extra dice roll to penetration at half range. Meltabombs do not say this, it's pure 2d6.
They are just 8 (not even a strength value, it just says 8 )+2d6. There are no bonus or extra dice, it's just the meltabomb dice. Granted it's pretty unclear, but there are definitely two sides to this one.
Exactly, Melta Bombs 2d6+8. The name Melta is just that a name, so Monolith's would be affected by them.
I agree wtihthe 2 ironclad dreads, but you will definatly need to take a 3rd drop pod (though Im not sure if Devastators can have one as a dedicated transport). I would not waste all the points on tricking out your vehicles with all those extra guns and armor for your pred and ironclads, often the bare minimum is enough for the model to do what it needs to. You will not need locator beacons on your drop pods since they will drop turn one.
What i suggest, get a squad of scout bikers with homing beacons. This will keep with the theme of your army and allow you to move the bikers into position with the scout and inflitate so that when you drop both of your Ironclad DP's they will be well with in range. Make sure you postion your ironclads behind the DP to get cover, and pop smoke just to be safe. They cannot assualt right after they land and will definelty be a target priority.
I would proabbly cut the devastators out honestly, they don't really fit. Everything you have is a quick strike army. Scouts, Land speeders, bikes, all our very fast and guerllia warfare style. YOour devastors are going to be sitting and firing, doesnt relally fit.
By cutting them out and not splurging on all the upgrades, take a tactical squad with a DP. This will give you 3 which will allow you to drop the tac squad in on later turns to support your dreads. Also if playing an objective game, positino your bikes near an objective with the homine beacons to snure you drop right onto the objective with the tacitcal squad and then if need be use your shoot phase to run into cover and camp there.
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