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I have my order in a forge world to field all this, minus the aircraft, then I just need to get 3 more valkyries, I have the 3 vendettas.
HQ 4 PLASMA GUNS 110 21ST AIR WING 3VENDETTAS, 3 VALKYRIES 780 1ST DROP ASSAULT SQUAD FORWARD SENTRIES, MELTAS 160 2ND DROP ASSAULT SQUAD FORWARD SENTRIES, MELTAS 160 3RD DROP ASSAULT SQUAD FORWARD SENTRIES, MELTAS 160 4TH DROP ASSAULT SQUAD DEMOTLITIONS FLAMERS 115 5TH DROP ASSAULT SQUAD DEMOTLITIONS FLAMERS 115 6TH DROP SCOUT SQUAD 3 SCOUT SENTINELS MULTILASERS 105
My Tactics if first turn, use the scout move before the turn to get closer, if close enough deploy squad, so they can move shoot, grenades, flamers and assault (melt bombs if vehicle). the ride will full back 12" and use it las canons to pop tank/transport. Melta bombs are there incase vendetta fails, or to mop up what ever gets out of it ride. I will a take 3 squads like this, very aggressive and most likely will not make it past turn 2.
The other vendetta, and 2 valkyries, flat out move to safer area, wait to see what happens on turn 1.
The drop sentinels will scout forward and harass from turn 1.
If I do not get the surprise of turn 1 then I hold all in reserves, but the drop sentinels. then on turn 2 flank the birds and try to pop as much as possible.
a game like this will be hard hitting, and I will likely win, else I will get wiped away by turn 4.
depending on points, I will field heavy artillery in the rear, 3 hydras and 2 manticore, supported by 1 CCS in a chimera with either 4 melta guns or 4 plasmas.
Last edited by wildcat.xray; January 2nd, 2012 at 20:29.
Is this using the stock IG list?
The 3x and 3x valks and vendettas are the most obvious thing to fix, the only legal way to take them would be in at least one squadron of 3x aircraft. I'd drop a valkyrie and take 2x valks and 2x squadrons of 2x vendettas.
Other things to consider would be weapon teams for the veterans in case you need to camp objectives and rocket pods for the valkyries for some anti-horde firepower.
Drop the forward obs doctrines to pay for it since they kinda suck.
If you're using the Elysian list then I'd definatly take multi meltas on the drop sentinels. Also the points costs are probably a bit off.
Copy, Improve, Innovate
HQ: If you outflank the lot when you don't get first turn then add an astropath. I wouls also look at carapace for them.
Troops: Meltasquads should take demolitions, if the meltas fail to destroy the tank then the meltabombs should do it. Camo cloaks wont be too much use in close where you get charged anyway. Take plasmas rather than flamers and put HBs on the skimmers to make up for the antihorde firepower.
Fast: I agree drop the sentinels for 3 squadrons of two vendettas.
Overall I would look closely at the Elysian list from IA8. You cost more per squad (10 points each) but can deepstrike and get valks as dedicated transports and sentinels (MM) in the elites slot.
Quorn! - Protein for the Protein God.
I forgot to mention that this is 5th edition codex list. which rules out taking multimeltas on the sentinels. IA8 has cool editions I wish I could use, such as sentinels as part of an infantry platoon.
The forward sentries doctrine on the squads was to allow the troops to move though cover, incase they have to hump the melta guns to the fight, or ambush from cover. I just might drop this down to one squad and have Haker join them.
Last edited by wildcat.xray; December 29th, 2011 at 19:57.