Squirrel_Fish
11-24-2009, 02:21 AM
Just my take on Space marines without using any power armor beyond the requisite HQ choice.
175 - Captain w/ Bike, Relic Blade and Combi-Melta
95 - Scout x5: 2 Shotguns, 2 CCWs, Sergeant w/ Meltabombs and Power Weapon
95 - Scout x5: 2 Shotguns, 2 CCWs, Sergeant w/ Meltabombs and Power Weapon
85 - Scout x5: 4 Sniper Rifles and Heavy Bolter
150 - Scout x10: 9 Bolters, 1 Missile Launcher
150 - Scout x10: 9 Bolters, 1 Missile Launcher
65 - Land Speeder Storm w/ Multi-Melta
65 - Land Speeder Storm w/ Multi-Melta
120 - Scout Biker x3: 2 Astartes Grenade Launchers, Sergeant w/ Powerfist
Total: 1000
Captain Rides with the Scout Bikers and turbo boost turn 1 to hit armor on side or rear or to come around for a pincer attack.
The Scouts with Shotguns and CCW's ride in the Storms. They'll take the Scout move to turbo boost and will try a turn 1 gambit to try and down any heavy armor that can't be taken out by the Bikers and Captain. If there isn't a piece of armor that I'm worried about, then they go out and play the bully and double assault stuff. I like the mix of Shotguns and CCW's as I feel it maximizes damage in both shooting and assault.
If feasible (IE, not annihilation), the 10 Man Scout squads will deploy as Combat Squads in order to maximize the amount of targets they can hit. Something that I'm putting under serious consideration is whether or not I want to change the heavy bolter in the sniper squad to a Missile Launcher in order to give the unit a little more flexibility in target selection.
Squirrel_Fish
PS. I know I have almost no ability to deal with AV14 outside of the Scout Suicide Squads. I personally don't expect to see a lot of it where I'm from and at the points value this list is designed for, I can try and wipe out the rest of the army through blistering amounts of bolter fire and a charge by the Captain and Scout Bikers.
175 - Captain w/ Bike, Relic Blade and Combi-Melta
95 - Scout x5: 2 Shotguns, 2 CCWs, Sergeant w/ Meltabombs and Power Weapon
95 - Scout x5: 2 Shotguns, 2 CCWs, Sergeant w/ Meltabombs and Power Weapon
85 - Scout x5: 4 Sniper Rifles and Heavy Bolter
150 - Scout x10: 9 Bolters, 1 Missile Launcher
150 - Scout x10: 9 Bolters, 1 Missile Launcher
65 - Land Speeder Storm w/ Multi-Melta
65 - Land Speeder Storm w/ Multi-Melta
120 - Scout Biker x3: 2 Astartes Grenade Launchers, Sergeant w/ Powerfist
Total: 1000
Captain Rides with the Scout Bikers and turbo boost turn 1 to hit armor on side or rear or to come around for a pincer attack.
The Scouts with Shotguns and CCW's ride in the Storms. They'll take the Scout move to turbo boost and will try a turn 1 gambit to try and down any heavy armor that can't be taken out by the Bikers and Captain. If there isn't a piece of armor that I'm worried about, then they go out and play the bully and double assault stuff. I like the mix of Shotguns and CCW's as I feel it maximizes damage in both shooting and assault.
If feasible (IE, not annihilation), the 10 Man Scout squads will deploy as Combat Squads in order to maximize the amount of targets they can hit. Something that I'm putting under serious consideration is whether or not I want to change the heavy bolter in the sniper squad to a Missile Launcher in order to give the unit a little more flexibility in target selection.
Squirrel_Fish
PS. I know I have almost no ability to deal with AV14 outside of the Scout Suicide Squads. I personally don't expect to see a lot of it where I'm from and at the points value this list is designed for, I can try and wipe out the rest of the army through blistering amounts of bolter fire and a charge by the Captain and Scout Bikers.