Joined
·
1,983 Posts
Shrike
195
5 Assault Terminators
3 LC, 2 TH/SS
200
5 Terminators
CML, Chainfist
235
Tactical Squad A
Meltagun, Multi-Melta, Power Fist
Drop Pod
235
Tactical Squad B
Meltagun, Multi-Melta, Power Fist
Drop Pod
235
10 Scouts
All have Camo Cloaks
Combat Squad: 4 Sniper Rifles, 1 Missile Launcher
Combat Squad: 4 CCW/BP, 1 Power Fist, Meltabombs, Teleport Homer
220
Land Speeder Storm
Heavy Bolter
50
3 Scout Bikers
Power Fist, Meltabombs, Locator Beacon
125
Total: 1495
Shooty Terminators and Sniper Scouts sit on home objective. Combat Scouts go in the Storm and scout move towards objective or enemy position. Scout Bikers scout move towards another. Shrike either goes with Shooty Terminators to give them Infiltrate so they can deploy last or with one of the Drop Pod Squads.
On Turn 1, one of the drop pods come down to support the Scout Bikers who assault any enemy there to hold them for at least a turn while the Pod marines/shrike catch their breath, or wipe out a vehicle there before it moves.
Storm Scouts attempt to sieze any objective there, assaulting if necessary with help from the Cerberus Launcher. The idea is to hold on until Turn 2 and teleport the Assault Terminators (and possibly Shooty Terminators if it's Kill Points) to support. If no enemy is nearby, deploy into cover to take advantage of Camo Cloaks.
On Turn 2, the Terminators and other Drop Pod should come down to strengthen any point in the assault that needs it them. The Storm can be used to ferry Scouts about and contest/score objectivers.
The ability to make two first-turn assaults on key positions and support those elements immediately with reinforcements on Turns 1 and 2 and suppressing fire is what I hope makes this army list fluffy and competitive. The only choice I'm not certain of is Shrike himself. He doesn't really add much to the army, excepting giving the Storm and Biker scouts a better chance of being in assault range, but they're unlikely to need it. Nothing else really needs to Fleet because it can Deep Strike reliably into position.
I've been considering replacing him with a Captain and adding in some Sternguard in a Pod, at the cost of the Storm. Alternatively, field the Captain with one of the Tactical Squads and use the points freed from Shrike to buy two Land Speeders with MM's. Adding a Sternguard Squad in Drop Pod means I could drop a second Pod down on Turn 1.
The other option is to replace the Shooty Terminators with a 10-man Assault Squad, 2 Flamers, PF, Meltabombs (240pt). This closes the army at a full 1500 points and allows me a first-turn assault with Shrike and Fleeting, Infiltrating Assault Marines but leaves very little in fire support from my deployment zone, just 4 sniper rifles and a missile launcher.
Thoughts on how I could make this a better army list?
195
5 Assault Terminators
3 LC, 2 TH/SS
200
5 Terminators
CML, Chainfist
235
Tactical Squad A
Meltagun, Multi-Melta, Power Fist
Drop Pod
235
Tactical Squad B
Meltagun, Multi-Melta, Power Fist
Drop Pod
235
10 Scouts
All have Camo Cloaks
Combat Squad: 4 Sniper Rifles, 1 Missile Launcher
Combat Squad: 4 CCW/BP, 1 Power Fist, Meltabombs, Teleport Homer
220
Land Speeder Storm
Heavy Bolter
50
3 Scout Bikers
Power Fist, Meltabombs, Locator Beacon
125
Total: 1495
Shooty Terminators and Sniper Scouts sit on home objective. Combat Scouts go in the Storm and scout move towards objective or enemy position. Scout Bikers scout move towards another. Shrike either goes with Shooty Terminators to give them Infiltrate so they can deploy last or with one of the Drop Pod Squads.
On Turn 1, one of the drop pods come down to support the Scout Bikers who assault any enemy there to hold them for at least a turn while the Pod marines/shrike catch their breath, or wipe out a vehicle there before it moves.
Storm Scouts attempt to sieze any objective there, assaulting if necessary with help from the Cerberus Launcher. The idea is to hold on until Turn 2 and teleport the Assault Terminators (and possibly Shooty Terminators if it's Kill Points) to support. If no enemy is nearby, deploy into cover to take advantage of Camo Cloaks.
On Turn 2, the Terminators and other Drop Pod should come down to strengthen any point in the assault that needs it them. The Storm can be used to ferry Scouts about and contest/score objectivers.
The ability to make two first-turn assaults on key positions and support those elements immediately with reinforcements on Turns 1 and 2 and suppressing fire is what I hope makes this army list fluffy and competitive. The only choice I'm not certain of is Shrike himself. He doesn't really add much to the army, excepting giving the Storm and Biker scouts a better chance of being in assault range, but they're unlikely to need it. Nothing else really needs to Fleet because it can Deep Strike reliably into position.
I've been considering replacing him with a Captain and adding in some Sternguard in a Pod, at the cost of the Storm. Alternatively, field the Captain with one of the Tactical Squads and use the points freed from Shrike to buy two Land Speeders with MM's. Adding a Sternguard Squad in Drop Pod means I could drop a second Pod down on Turn 1.
The other option is to replace the Shooty Terminators with a 10-man Assault Squad, 2 Flamers, PF, Meltabombs (240pt). This closes the army at a full 1500 points and allows me a first-turn assault with Shrike and Fleeting, Infiltrating Assault Marines but leaves very little in fire support from my deployment zone, just 4 sniper rifles and a missile launcher.
Thoughts on how I could make this a better army list?