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POINTS 100 + MODELS
When speed is of the essence and a rapid advance is required, Space Marines will look to their armoured transports. A column of Space Marine tanks is an imposing sight, and when moving in formation they will adopt patterns laid down in the Codex Astartes which allow them maximum visibility of their surroundings and enable them to best use their mounted weaponry and fire points to cover the rest of the column. Squads riding in the formation may even dismebark in order to neutralise particularly grave threats, and at times dedicated battle tanks such as the Predator or Vindicator may be added to the group to provide even greater protection.
0-1 Land Raider (any variant with a transport capacity)
2-10 Transports chosen from the following list: Rhino, Razorback.
0-2 Tanks chosen from the following list: Predator, Vindicator.
For each vehicle with a transport capacity, a squad must be chosen from the following list, and this squad will treat their transport as dedicated to them : 0-1 Space Marine Command Squad (with attached Space Marine Captain), Space Marine Tactical Squad, Space Marine Assault Squad (without jump packs), Space Marine Devastator Squad, Space Marine Sternguard Veteran Squad, Space Marine Vanguard Veteran Squad (without jump packs).
If a Land Raider is taken it may also choose from a Space Marine Terminator Squad or Terminator Assault Squad in addition to the options listed above.
Independent Characters may be attached to these squads and ride in their transports as normal.
One of the vehicles in the formation must be chosen as the Command Tank. This must be the transport of the Captain and Command Squad if one has been taken.
Strike Force: All infantry units in the formation must start the game embarked in their vehicles, and all vehicles in the Armoured Column must be deployed within 12" of the commmand tank, or if coming on from reserve, they must enter the table within 12" of the point entered by the command tank.
Command Tank: As long as the command tank is mobile, any tank in the Armoured Column within 12" of it (including the command tank itself) may ignore Crew Shaken results on the damage tables.
Threat Identified!: Any units in the Armoured Column formation (including embarked or disembarked troops) may re-roll missed to-hit rolls against any enemy units which shot at or assaulted a unit from the formation in their last turn.
"As you are a knight in the service of the Emperor, so is the Rhino your steed. Honour it, respect it, see that its needs are met, and it shall serve you well through all the battles you must face." -Roboute Guilliman
If you take all 13 vheicles that could be a problem.all vehicles in the Armoured Column must be deployed within 12" of the commmand tank
It might not be possible to cram that many tanks that close together.
Other than that, exelent. I look forward to more of these.
In the 41st millenium there is no such thing as paranoia, the universe realy is out to get you!
I originally designed it with a smaller number of transports, but upped it a little. I can see what you mean, but as long as the command tank is in the centre and you're on a (relatively) uncluttered board (sometimes difficult in apoc I know) it should be alright! If unable to deploy on the board you can always bring them on from reserve, after all that just means the vehicles have to enter within 12" of the same point the command tank did, so everything can trundle forward as necessary...