Thursday, March 18, 2010

Space Marine Outflanking 'Ardboyz List




So, ‘Ardboyz is coming in a couple months and reklawsj and I have started thinking about the list we will take.  Last year I ran a dual lash prince Chaos army with Plague Marines and finished fourth.  Reklawsj took his Vulkan Space Marine list with TH&SS termies, lightning claw termies, and lots of melta and took first place in prelims.  Since this tournament is the only time we play anyone besides each other it is a little more difficult because we don’t really know what the locals are gonna play.  We have to travel more than an hour to nearest game store.  So not knowing what to expect this year I am working on a list that will hopefully just disrupt the locals and their metagame.  Reklawsj just removed the things that weren’t effective and added more effectiveness, ouch.  On my end though I have decided to take advantage of the Space Marine Codex and use Khan to outflank all dedicated transports, no bikes.  I will also be using Tigurius to get rerolls to make my reserves arrive at the most opportune time.  Below is the list, I will discuss my tactics at end of article.

2500 pt 'Ardboyz Outflanking Space Marines


HQ

Khan

Tigurius


Elites

Assault Terminators
  5 Termies
    4 Lightning Claws
    1 TH & SS
Dedicated Transport
  Land Raider Redeemer
    Multimelta


Terminators
7 Termies
  1 Chainfist
Dedicated Transport
  Land Raider Crusader
    Multimelta

Terminators
5 Termies
  1 Cyclone
  1 Chainfist

Troops

Tactical Squad
  10 Space Marines
    Flamer
    Missile Launcher
Dedicated Transport
  Rhino


Tactical Squad
  10 Space Marines
    Flamer
    Missile Launcher
Dedicated Transport
  Rhino


Scout Squad
  5 Scouts
    5 Bolt Pistols & CCW
    Teleport Homer

Scout Squad
  5 Scouts
    4 Shotguns
    1 Heavy Bolter with Hellfire

Scout Squad
  8 Scouts
    7 Sniper Rifles
    1 Missile Launcher
  Teleport Homer
  Camo Cloaks


Fast Attack

Land Speeder Storm
  Multimelta

Land Speeder Storm
  Multimelta

2,498 points
5 scoring units
16 killpoints

Khan rides in the Redeemer with the Assault Terminators.  This unit can outflank and charge out giving effective charge range of 20” on the turn they arrive.  With Furious Charge they are devastating and should always charge more than 1 unit if possible or just a very hard unit.  If they get tied up they can use Hit and Run to charge again in my turn and gain bonus again.  Also, Flamestorm cannons waltzing into your deployment zone is bad, enough said.  Tigurius rides in Crusader with 7 regular Terminators.  His 3 psychic powers can soften up enemy or just gate the entire unit anywhere I need help after their initial use.  The other unit of termies with Cyclone can deepstrike to 2 teleport homers on scouts to reinforce/counterassault objective holding, or just walk on and blast transports with Cyclone.  The lone foot unit of sniper scouts starts on the board infiltrating to objective as bait for enemy.  With cloaks they can get a 2+ cover save if going to ground, so will be hard to move with shooting.  This will hopefully draw opponents toward them for assault as the reinforcements swoop in from board-sides to exterminate.  They can also be used as outflankers if need be.  The tactical squads in rhinos will outflank to nearest objectives or away from enemy and fire missiles from hatch.  The other two scout squads will zoom in with Storms and get dropped on objectives while Storms pop armor with multimelta.  Using Tigurius’ rule to reroll all reserves even successful ones, I should be able to put my units where they need to go when they need to be there.  We will begin playtesting our lists soon and weeding out the weak units.

I hope that just the fact that this list will be completely different than what most people are used to seeing on the table will sow enough disruption that I can take some wins without the opponent realizing they lost until it’s too late.  I know this list is low on numbers, I hope I can rely on the termies to do the heavy lifting while the other guys take objectives and hopefully make a few kills.  I think this list is unusual and different and will provide fun with a themed list in a pure win environment.  What do you think, have you seen anything like this and would you be able to handle this easily by just keeping your army in the middle of the board and minimizing outflanking effectiveness?





1 comment:

  1. For hard boys it looks a bit weak. 5 Scouts are not going to be able to hold objectives at all. Especially without some bite from powerfist to make people pay for charging them. I have also been disappointed with sniper scouts in any game I have been using them. Sure they wound anything but they also essential only generate like 1-2 wounds a turn on anything. Unless their is a prime target they just are not worth it in many games.

    Also 2 squads of normal termis. 1 Squad with assault cannon and chainfist with Tigurius in the landraider make a nice generalist unit but another unit is just not going to get enough done probably.

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