Exitus Acta Probat
09-12-2009, 07:19 PM
Okay,
can't really show unit points...but, for 1750(ish) I have been speculating.
Njal Stormcaller: (interference with enemy Movement/function if dismounted; and anti psyker)
Wolf Guard battle-leader: ability that lets him join scouts if need be, or Blood Claws for improvement, and combi melta/pwr fist.
5x Scouts: Melta focus
10x Grey Hunters: Fist melta focus
10x Grey Hunters: Fist melta focus
9x Blood Claws: Fist and flamer
(Rhino)
Land Speeder Melta/HvyFl
Land Speeder Melta/HvyFl
Land Speeder Melta
LRC w/MultiMelta
LRC w/MultiMelta
Njal joins a Grey Hunter squad in an LRC, the other squad is either toting in the Rhino, or the 2nd LRC...Bloodclaws go in other 'port (haven't decided if LRC is better for the Claws or not).
Use the Scouts as a bluff/deployment manipulation unit. If my opponent is heavy armour that sits back and shoots (or devs/lootas etc) the Battle Leader joins them. If he's mobile, and aggro, the Battle Leader joins the BloodClaws and they wind up in the LRC.
Speeders either DS for anti armour, or flat out turn 1 for movement blockage AND turn two armour immobilization/kills.
The G-Hunters are just great. Coming in resonably with fist and meltas, and the CC abilities of Chaos AND ATSKNF...well, they'll do whatever I need them to!
I think out MEQ'ing MEQ is what this army's all aboot!
(This is all based on my points memory serving correctly with the preview copy I hogged for a little while today!)
can't really show unit points...but, for 1750(ish) I have been speculating.
Njal Stormcaller: (interference with enemy Movement/function if dismounted; and anti psyker)
Wolf Guard battle-leader: ability that lets him join scouts if need be, or Blood Claws for improvement, and combi melta/pwr fist.
5x Scouts: Melta focus
10x Grey Hunters: Fist melta focus
10x Grey Hunters: Fist melta focus
9x Blood Claws: Fist and flamer
(Rhino)
Land Speeder Melta/HvyFl
Land Speeder Melta/HvyFl
Land Speeder Melta
LRC w/MultiMelta
LRC w/MultiMelta
Njal joins a Grey Hunter squad in an LRC, the other squad is either toting in the Rhino, or the 2nd LRC...Bloodclaws go in other 'port (haven't decided if LRC is better for the Claws or not).
Use the Scouts as a bluff/deployment manipulation unit. If my opponent is heavy armour that sits back and shoots (or devs/lootas etc) the Battle Leader joins them. If he's mobile, and aggro, the Battle Leader joins the BloodClaws and they wind up in the LRC.
Speeders either DS for anti armour, or flat out turn 1 for movement blockage AND turn two armour immobilization/kills.
The G-Hunters are just great. Coming in resonably with fist and meltas, and the CC abilities of Chaos AND ATSKNF...well, they'll do whatever I need them to!
I think out MEQ'ing MEQ is what this army's all aboot!
(This is all based on my points memory serving correctly with the preview copy I hogged for a little while today!)