Reclusiarch, Terminator honours, BP, Jump Pack, frag grenades, 121 pts
Nothing wrong with this dude, except his point cost, hes 122.
Dreadnought, venerable, TLLC, ML, tank hunter 165 pts
Extra Armour!
Tactical squad x6, Plasma cannon, Plasma gun, 115 pts
Tactical squad x6, Plasma cannon, Plasma gun, 115 pts
Good.
Tactical squad x8, meltagun, veteran sergeant, bolt pistol, powerfist, stubborn 195 pts
Drop pod 30 pts
Remove the storm bolter, give him a bolt pistol, you need the extra CC attacks.
Tactical squad x8, meltagun, veteran sergeant, bolt pistol, powerfist, stubborn 195 pts
Drop pod 30 pts
Again remove the storm bolter, and add bolt pistol
Assault squad x9, bolt pistol, ccw, 2x Plasma pistol, Veteran sergeant w/ bolt pistol and powerfist, 238 pts
Pretty good.
Ravenwing Land Speeder Tornado, Assault cannon, 80 pts
Ravenwing Land Speeder Tornado, Assault cannon, 80 pts
Excellent.
Devastator squad x7, 4x Missile launcher, 185 pts
With the changes above, you have have exactly 15 points to play with, so add another marine here.
Youve got a good army going, nice fire support, pretty mobile, with a bit of an assaulty edge to it.
Tactics:
Deploy your shooty infantry in cover, giving the best line of sight to the devs. Deploy the dreadnought, Assault squad + HQ, and skimmers, out of LOS, also, deploy the skimmers withen 2"s of eachother. (Opponents often make the mistake of thinking these are in the same squad, suddenly splitting them up turn 2 can cause confusion for your opponents plan.
Move your assault squad and landspeeders up, but out of line of sight, as best as you can.
Dont bother shooting with the speeders yet.
Let your dreadnought handel tanks, while your devs should be taking out the scarest thing in the list, such as wraithlords, orc mobs that are very close together, ect ect.
Let your troops handel elite assaulty squads, or transports.
Youll take caustalies from enemy shoots, but your dark angles, so its nothing to worry about really.
Turn 2, at least one of the drop pods should be arriving.
Deploy it 1" from what you want it to kill, UNLESS what you want to kill is on the very board edge.
This drop pod can take down a multitude of things, Good targets for them are: None skimmer tanks, heavy infantry in small numbers, light infantry in large numbers.
The best place to deploy it, would be near to where your assault squad will be when its the movement phase. That way, you avoid being to seperated.
Pick one squad withen 6" of your assault squad, to not shoot at.
Move your assault squad up its maxium distance, you should be in charge range.
Bring the skimmers out of what ever they where hiding behind.
Fire your troops at things which are close to your infantry
Fire you devs at things which will counter charge you.
Fire the dread at tanks ect.
Now shoot your drop pod infantry
Use the skimmers to mop of infantry squads.
Finally fire at the squad that was 6"s away from your assault squad, make sure that this squad wont get so whiped out that you cant assault them.
Finally launch your assault.
This is such a devastating combination of fire power and assault, that most armies are broken at this point. And will be almost destoryed turn 3.
The 3 armies id watch out for are mech tau, eldar, and orcs.
Eldar and tau have the firing capability to remove 8 marines in a single turn, which isnt good for you.
While orcs have Compas making openenly assaulting them a bit riskly.
Most other opponents can be pretty easily rolled through though.
Watch out for chaos, they are far superior in assault to your army generally, so you might consider imploying some extra softening tactics. Peace