Wednesday, April 11, 2012

Another day, another list


After finding and posting several very inspiring Space Marine army pictures a few posts ago, I decided to make a list! Also, I've been fooling around with iBodger and making Warmachine lists for my Cygnar and I think I've settled on a pStryker list that I'm happy with using the models I have.
The Space Marine list is as follows:

HQ
Captain Darnath Lysander

ELITES
5x Assault Terminators (Thunder Hammers & Storm Shields)
-Land Raider Redeemer (Multi-Melta)

TROOPS
10x Tactical Marines (Flamer, Missile Launcher, Power Weapon)
-Rhino
10x Tactical Marines (Meltagun, Multi-Melta, Power Fist)
-Rhino
10x Tactical Marines (Plasmagun, Lascannon)
-Rhino
10x Scouts (8x Sniper Rifles, Missile Launcher, Sgt Telion)
5x Scouts (2x Shotguns, 2x Bolters, Power Fist)

FAST ATTACK
Land Speeder Storm (Multi-Melta)
Land Speeder Typhoon (Typhoon Missile Launcher, Heavy Flamer)

HEAVY SUPPORT
Thunderfire Cannon
Thunderfire Cannon

2,000 points, 59 models, 15-19 Kill Points, 5-9 Scoring Units

There are a couple of nasty tricks in this list. First, Telion has Stealth so he grants that to his nine Scout buddies for free (they don't have to buy camo cloaks). That's not necessarily a trick as it's simply listed in the FAQ, but put them in a Bolstered Ruin (thanks to the Techmarines) and they now get a 2+ cover save.

Second, I've included my favorite alpha-strike unit, the Scouts in the Land Speeder Storm. Not much is safe from getting wrecked by these guys in the first turn. They're my go-to unit for those tough-to-crack vehicles/walkers or for simple disruption.

Also, Mr. Lord Badass Captain Darnath Lysander makes the entire army Stubborn (one of the best USR's in my opinion) and adds some serious beef to that Thunder Hammer/Storm Shield unit. He's nearly a Daemon Prince stat and ability-wise.

In an objective mission, feel free to combat-squad the Tactical units and leave four regular marines and a heavy weapon behind in a Bolstered Ruin while you send the Sergeant and the assault weapon forward in the Rhino. Alternatively you can castle on closer objectives by sending the whole squad 12" out with the Rhino and either dropping them off to take a position or keep them inside to fire the heavy weapons out of the top hatch in the next turn.

Also, with the Redeemer's Flamestorm Cannons and the Thunderfire's special Airburst rounds, you can destroy a LOT of units that would normally be relying on cover for protection like Orks, Nids, and practically anything without a 2+ armor save depending on the tool used.



And now for a 35 pt Cygnar list.

pStryker
-Squire
-Defender
Arcane Tempest Gun Mages
-Gun Mage Officer
Captain Arlan Strangewayes
10x Long Gunners
Stormblades
-Officer & Standard
-2x Storm Gunners

With this list I wanted to build a gun line. The Long Gunners can CRA for two POW 20 shots at 18" if Stryker casts Snipe on them, and the ATGMs can also shoot at 18" if they use their Snipe rounds and if Stryker has cast Snipe on them. The Stormblades with UA can shoot 18" away using POW 14 AOE 3's and Snipe (after "assaulting"), and the Defender can fire up to 25" away if it moves and has Snipe cast on it. Strangewayes is there to repair the Defender and/or make it Evasive, and the ATGMs can hit stealthed targets if necessary.

What do you guys think?

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