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This is another iteration of my basic list. I'm trying to thin it down to 1750 points for an upcoming tournament, without losing too much punch. Feedback is welcome and appreciated.
HQ: ( 180 )
CCS
Veteran Squad
Stormtrooper Squad (5) - 2x Meltagun
Stormtrooper Squad (5)- 2x Meltagun
Fast Attack: ( 260 )
Valkyrie - 2x MRP
Valkyrie - 2x MRP
Heavy Support: ( 370 )
Demolisher w/ Heavy Flamer
Demolisher w/ Heavy Flamer
The Infantry platoon is intended to set up a more or less static gun line, and hold on to near objectives.
The stormtroopers, valkyries and the SW squads are to be held in reserve and deep strike in on turn 2 or 3, where they happen to be needed. I decided to add an astropath to the CCS to make this more likely.
Overall strategy is to be highly mobile on the opponents side of the table with heavy fire power while having a static defense on the near side providing fire support to the mechanized and deep striking elements.
HQ: ( 180 )
CCS
4x Meltagun
Chimera
Astropath
Troops: ( 770 )Chimera
Astropath
Veteran Squad
3x Meltagun
Chimera
Veteran SquadChimera
3x Meltagun
Chimera
Infantry PlatoonChimera
PCS - 4x Flamer
Infantry squad - HWT w/ Autocannon and Grenade Launcher
Infantry squad - HWT w/ Autocannon and Grenade Launcher
Infantry squad - HWT w/ Autocannon and Grenade Launcher
Infantry squad - HWT w/ Autocannon and Grenade Launcher
SWS - 2x Meltagun, Demo Charge
SWS - 2x Meltagun, Demo Charge
Elite: ( 210 )Infantry squad - HWT w/ Autocannon and Grenade Launcher
Infantry squad - HWT w/ Autocannon and Grenade Launcher
Infantry squad - HWT w/ Autocannon and Grenade Launcher
Infantry squad - HWT w/ Autocannon and Grenade Launcher
SWS - 2x Meltagun, Demo Charge
SWS - 2x Meltagun, Demo Charge
Stormtrooper Squad (5) - 2x Meltagun
Stormtrooper Squad (5)- 2x Meltagun
Fast Attack: ( 260 )
Valkyrie - 2x MRP
Valkyrie - 2x MRP
Heavy Support: ( 370 )
Demolisher w/ Heavy Flamer
Demolisher w/ Heavy Flamer
The Infantry platoon is intended to set up a more or less static gun line, and hold on to near objectives.
The stormtroopers, valkyries and the SW squads are to be held in reserve and deep strike in on turn 2 or 3, where they happen to be needed. I decided to add an astropath to the CCS to make this more likely.
Overall strategy is to be highly mobile on the opponents side of the table with heavy fire power while having a static defense on the near side providing fire support to the mechanized and deep striking elements.