Thursday, March 13, 2014

New 40k list.

I'm still playing through the last list I posted and testing it out. It's been slow painting for awhile, so I got to stick that list out until it's all pretty looking. In the meantime, though, I have a list idea that seems pretty good. Once I can get some playtesting done, I should see how decent it is.

Space Marines (Black Templars)
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HQ: Techmarine, conversion beamer - 110

Troops: Scouts x10, x10 snipers, camo cloaks, 140
Troops: Scouts x5, Land Speeder Storm, 100
Troops: Scouts x5, Land Speeder Storm, 100

Elite: Sternguard x10, x2 Melta, x2 Combi-melta, Drop Pod, 305

Heavy: Dev. Cents x3, x3 Missile Launchers, Omniscope, x3 Grav Cannons and Amps, 290
Heavy: Dev. Cents x3, x3 Missile Launchers, Omniscope, x3 Grav Cannons and Amps, 290
Heavy: Thunderfire Cannon, 100

Fortification: Void Shield Generator, x2 extra shields, 100

Inquisition
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HQ: Coteaz, 100
HQ: Inquisitor, x3 Servo Skulls, 34

Troop: Servitors x3, MMs, Chimera /w Psybolt Ammo, 90
Troop: Servitors x3, MMs, Chimera /w Psybolt Ammo, 90

Seems pretty okay. It doesn't have a counter assault unit, but the land speeder storms cerebus launcher can help out, and it has units to stick in the path while trying to blow a death star up with bullets. It has 6 scoring units when needed (combat squading the sniper scouts), and has 18 kill points, which is rough. It has 5 rough units that can deal significant damage to vehicles (which shoots up to 8 if it's lightly armored from the psybolt heavy bolters on chimeras and the TFC's capabilities). I'm okay with the Land Speeder Storms not grabbing assault cannons, since points weren't available, and the heavy flamers are a welcomed addition to the army. With those heavy flamers, the army has 5 ignore cover capable units. The snipers are the main reserve block, to stick it out in 2+ cover and be the scoring unit that lasts. I would protect them at all costs, as I don't expect the other troops to live too long if they start getting gunned down (but thankfully the Void Shield Generator helps with that). With the sniper scouts and the Dev. Cents, I have 3 solid MC tackling units, with the grav cannons being the ace in the hole. Anti-flier is Coteaz tossing prescience on a unit of Dev. Cents., and trying to place defensively for his reserve attack special ability. The Techmarine hides in a corner, trying to shoot things 48+ inches away with the conversion beamer for it's Str 10, AP 1 Blast. 36-48 inches is still fine with a Str 8, AP 1(2? maybe?). Either way, he sticks it out with some scout snipers (Combat squaded or not), and sticks to the back for heavy firepower tacked on to the scouts. They act as pseudo-wounds with their 2+ cover. If my opponent has ignore cover capabilities, I just adjust, and destroy any ignore cover options fire turn, most likely (especially if I win the roll off, as Coteaz prevents my opponent from stealing initiative pretty much all the time). If my opponent has Coteaz, and I win the roll off, then I still win, since I make him re-roll a stolen initiative on the first roll, and since you can't re-roll a re-roll...his chances of taking first turn are less likely).

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