Wednesday, June 4, 2008

New List, Designed with 5E in Mind

So I've come up with a new list, designed to make the transition to 5E.

HQ: Master, Librarian & 7 Man Command Squad (9#, 403 Pts):
  • Master with Frag Grenades; Bolt Pistol (x1); Power Weapon (x1); Iron Halo Terminator Honors
  • Epistolary with Bolt Pistol (x1); Force Weapon; Fury of the Ancients; Psychic Hood; Storm of the Emperor's Wrath; Psychic Hood
  • 6 Command Squad with Bolt Pistol & CCW (x6)
  • Sergeant with Frag Grenades; Plasma Pistol (x1); Power Fist (x1); Terminator Honors


Heavy Support: Land Raider Crusader (1#, 265 Pts):
  • Land Raider Crusader - Multi-Melta; Twin Linked Assault Cannon; Hurricane Bolters (x2); Extra Armor; Power of the Machine Spirit


Troops: 5 Man LC Tac Squad (5#, 90 Pts):
  • 4 Tactical Squad with Bolter (x3); Lascannon (x1)
  • Sergeant with Bolter


Troops: 5 Man LC Tac Squad (5#, 90 Pts):
  • 4 Tactical Squad with Bolter (x3); Lascannon (x1)
  • Sergeant with Bolter


Troops: 10 Man Melta Tac Squad (11#, 213 Pts)
:
  • 9 Tactical Squad with Bolter (x8); Meltagun (x1)
  • Sergeant with Bolt Pistol & CCW
  • Rhino - Storm Bolter; Smoke Launchers

HQ: Jump Chaplain Reclusiarch (1#, 126 Pts):
  • Reclusiarch with Melta Bombs; Bolt Pistol (x1); Crozius Arcanum; Rosarius; Jump Pack; Terminator Honors

Fast Attack: Assault Squad (10#, 275 Pts):
  • 9 Assault Squad with Jump Packs; Frag Grenades; Bolt Pistol (x7); Close Combat Weapon (x9); Plasma Pistol (x2)
  • Sergeant with Jump Packs; Melta Bombs; Frag Grenades (squad); Plasma Pistol (x1); Power Fist (x1); Terminator Honors


Elite: 5 Man 2AC Terminator Squad (5#, 245 Pts):

  • 4 Terminator Squad with Power Fist (x3); Storm Bolter (x2); Chain Fist (x1); Assault Cannon (x2)
  • Sergeant with Power Weapon (x1); Storm Bolter


Heavy Support: 6 Man 4 ML Devastator Squad (6#, 170 Pts):

  • 5 Devastator Squad with Bolter (x1); Missile Launcher (x4)
  • Sergeant with Bolter


Heavy Support: 6 Man 2 HB Devastator Squad (6#, 120 Pts):

  • 5 Devastator Squad with Bolter (x3); Heavy Bolter (x2)
  • 1 Sergeant with Bolter

Total Roster Cost: 1997

I've reduced the static elements (the heavy weapons teams and dev squads) down to a minimal size since their job will be to hang back, sit still and shoot. The master, libby and command squad will take point in the LRC, followed by the rhino and melta squad, followed by the termies. This should provide enough mobile firepower to play seek & destroy with. The assault squad and chappy will stay back with the dev squads and heavy weapon teams to provide counter-charge and/or take on objective-takers from the other side.

When the new SM codex drops -- and provided SMs get combat squads -- the melta squad will be rolled into the two LC-equipped tac squads to make a pair of 10-man tac squads (with either PG, MG or flamer as the special weapon) which will then split up into 4 combat squads.

The master and his attached squad haven't been performing for me, and the main reason is while I have them tooled up for CC, they never seem to get there, of if they do, the don't arrive full-strength due to attrition along the way -- or worse, I let them get charged. Giving them the LRC should provide them with a safe ride to charge out of. If I can't make that work, or if it doesn't perform well, I'll be changing that squad up a bit, possibly even dropping the squad altogether and replacing it with a tac or veteran squad. Their future depends heavily on what changes the new SM codex brings. If veterans become worthwhile, the command squad might find new life there.

As always, I'd like to know what you think!

3 comments:

  1. You've got three HQ elements

    - Master and Libby in command squad

    - Other Libby in other command squad

    - Chappie with jump pack.

    You can only have two.

    You have almost a quarter of the army points in these four characters.

    I would try to optimize what my units do. So I would try to give the Sergeant in the Rhino squad terminator honours and a power fist or - with a view to 5th Ed - a power weapon.


    In the same vein, if you're going to go with the uber-choppy command squad in the LRC, then go with a full ten man squad with all the trimmings.

    I've stopped giving my Fury of the Ancients Libby a command squad. FoTA works best on one of the flanks with a clear line of fire. If he's in a choppy command squad you're either wasting the squad's chopping ability to give the Libby good targets or wasting his power(s) while he's involved in cc.

    Why two Libbys? Marine characters have specific uses and two Libbys don't really complement each other.

    The Master gives leadership, the Chaplain enhances choppy units, the Libby either kills enemy HQs or offers "indirect" fire ability, or enhances choppy units (which the Chappie does better).

    Two Masters are absolutely redundant. Two Libbys or two Chappies are not totally redundant, but pretty close. There are more cost-effective options.

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  2. It took me a minute to figure out how I made such a glaring mistake (what with using Army Builder and all) and then I realized I didn't. :) There's only one command squad, consisting of a master, epistolary and 7 marines. The line that reads, "HQ: Master, Librarian & 7 Man Command Squad (9#, 403Pts)" is the "Unit Name" in Army Builder, and the "Master...", "Epistolary..." and "6 Command Squad..." lines gives the wargear/details of the models in that unit.

    However, reading it over, I can see how it looks that way...

    Anyway, on to the rest of your comments (which I highly appreciate!)...

    You're definitely right about the redundancy. The (only) reason I'm really fielding a librarian in the first place is for the psychic hood. I'm thinking about changing his powers-loadout, dropping SotEW for either Veil of Time or Might of Heroes. Either would be better in CC, I agree, and since I don't have a way to give the libby an invulnerable save, I'm thinking Veil of Time might be the next best thing.

    I'm also considering dropping the Jump Chappy, and using the points for more tactical marines. Considering the role I'm putting the assault squad in (counter-charge, basically) I'm wondering if I really -need- the Jump Chappy's extra CC punch (though the thought of taking Litanies of Hate away from the assault squad really pains me). A cheaper chappy, minus the jump pack, would work nicely in the command squad...

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  3. I edited the presentation/layout of the army list so it should be easier to see the units and their composition now. :)

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