GravesDisease
09-17-2013, 06:12 AM
Fort
Aegis /w quad gun
HQ
Pedro
Librarian level 2 biomancy Terminator armour, shield eternal, force axe
Elites
Ironclad dreadnought /w assault launchers & drop pod & locator beacon
Sternguard 10 /w rhino and 4 combi gravs
Assault Terminators all storm shield & thunder hammer
Troops
Tactical squad 9 bolters, 1 heavy bolter
Scout squad 10 sniper rifles
Heavy Support
Devestators 5 of them, 2 missile /w flakk 2 heavy bolter
Centurions /w omniscope, missle launchers, grav cannon
Thunderfire
Idea is the force splits into 3 elements.
Static element is: Aegis, devestators, thunderfire with scouts as bubble wrap against assaults.
Advancing element is: centurions, tacticals + pedro as bubble wrap to centurions.
Assault element is: Ironclad, assault terminators, sternguard in rhino
Plan is to deploy staggered so the static element is far back enough to be a PITA detour but close enough to provide withering fire across the board.
The advancing element is to react to enemy deployment and to footslog to the juiciest objective. Assault element is drop down and hammer an exposed static elements the enemy has (failing that deploy behind terrain to tarpit any assaults in the midfield). I'm not too worried about tacs being exposed, armour 3 is good enough and no-ones going to waste plasma on tac marines when there's scarier stuff on the board (also bubble wrapped units get the 5+ cover save from intervening units anyhow).
The ironclad should be safe enough for a turn, using the droppod as cover with defensive grenades giving +1 to coversave, or even using terrain to obscure entirely. AV13 should mean it's immune to massed krak grenades. Sternguard in rhino to drive to the assault position and to fire at those trying to join the eventual tarpit/meatgrinder.
Aiming for balance versus armour, air, horde and meq.
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Question is: how badly will i fail at attempting to do all?
Aegis /w quad gun
HQ
Pedro
Librarian level 2 biomancy Terminator armour, shield eternal, force axe
Elites
Ironclad dreadnought /w assault launchers & drop pod & locator beacon
Sternguard 10 /w rhino and 4 combi gravs
Assault Terminators all storm shield & thunder hammer
Troops
Tactical squad 9 bolters, 1 heavy bolter
Scout squad 10 sniper rifles
Heavy Support
Devestators 5 of them, 2 missile /w flakk 2 heavy bolter
Centurions /w omniscope, missle launchers, grav cannon
Thunderfire
Idea is the force splits into 3 elements.
Static element is: Aegis, devestators, thunderfire with scouts as bubble wrap against assaults.
Advancing element is: centurions, tacticals + pedro as bubble wrap to centurions.
Assault element is: Ironclad, assault terminators, sternguard in rhino
Plan is to deploy staggered so the static element is far back enough to be a PITA detour but close enough to provide withering fire across the board.
The advancing element is to react to enemy deployment and to footslog to the juiciest objective. Assault element is drop down and hammer an exposed static elements the enemy has (failing that deploy behind terrain to tarpit any assaults in the midfield). I'm not too worried about tacs being exposed, armour 3 is good enough and no-ones going to waste plasma on tac marines when there's scarier stuff on the board (also bubble wrapped units get the 5+ cover save from intervening units anyhow).
The ironclad should be safe enough for a turn, using the droppod as cover with defensive grenades giving +1 to coversave, or even using terrain to obscure entirely. AV13 should mean it's immune to massed krak grenades. Sternguard in rhino to drive to the assault position and to fire at those trying to join the eventual tarpit/meatgrinder.
Aiming for balance versus armour, air, horde and meq.
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Question is: how badly will i fail at attempting to do all?