What do add to this list ... ?

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What do add to this list ... ?

Postby KrysDagger » Mon Apr 30, 2012 2:36 pm

So, I have been playing around with the following idea and figured I would throw it out here and see what you guys could add to it. Basically I have the begining of a concept and wanted to know what else would be a good addition to it...

The Idea:

10 Scouts, Sniper Rifles, 1 Missle launcher, cammo cloaks, telion (special character guy)
10 Scouts, Sniper Rifles, 1 missle launcher, cammo cloaks
3x 5 scout bikes, cluster mines, melta if they can get it (I just don't remember).
Thunderfire cannon
Thunderfire cannon

I think that is about 1000 points, maybe 1200.. don'thave army builder on me. Basically the idea would be to deploy scounts in ruins and fortify with the techmaines. This gives them 2+ cover. Cannons themselves would be firing subterranian to try and force the dangerous terrain. Bikes are there for cluster mines to make some of the terrain very tricky to negotiate (2D6 str 4 could cause a little pain).

With that as the idea what would you add to it to make it actually effective?

Scouts could have locator beacons for a unit of termis.
maybe a storm and unit of scouts to get behind the scenes?
more anti-vehicle would not be bad, perhaps 3 dreads with multimeltas in drop pods to land and cause some immediate trouble?

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Re: What do add to this list ... ?

Postby theroyalfalcon » Mon Apr 30, 2012 2:47 pm

I cant quite remember are the thunderfire upgrades on the HQ tech? assuming they are not as I don't think they are, I would suggest a a captain on bike to make your bike units troops and thus scoring and would free up for fast attack slots. Also, like you mentioned some anti tank as you are lacking. Although as I reread this i think my suggestion of the captain wont help since those are scout bikers, do you need them to be scouts for the cluster mines?
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Re: What do add to this list ... ?

Postby Crablezworth » Mon Apr 30, 2012 4:17 pm

I think you'd be better off points wise to do 4 scout squads so you can double up on missile launchers.

If you want more anti-tank, a couple landspeeders with typhoon missile launchers and heavy bolters aren't bad for the points. I'm not a fan of thunderfire cannons but I like the theme of the list. There is a downside though, what if the table has no ruins? (that will obviously depend on where you play)
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Re: What do add to this list ... ?

Postby Chimera » Mon Apr 30, 2012 5:18 pm

Well, you've got a supported 10th Co. theme going so I'll make suggestions based on that. It won't be a competitive list no matter what you do but this will add anti-tank, much of it sacrificial. But those elements will hopefully help keep the enemy away from your scouts.

Biker Captain PF AA MB

10 Scouts SR ML CC TELION
10 Scouts SR ML CC
5 Scouts SG PF

5 Sternguard 5xC-MG in Drop Pod
Ironclad Dreadnought 2xHKM in Drop Pod

6 Scout Bikers C-MG MB 3xAGL CM
Land Speeder Storm
2 Land Speeders TML

Thunderfire Cannon
Thunderfire Cannon

TOTAL = 1,500
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Re: What do add to this list ... ?

Postby Twinlinked » Mon Apr 30, 2012 9:17 pm

I think your original list definitely needs some H2H,

A Unit of Vanguard could be fun, maybe with a captain..

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Re: What do add to this list ... ?

Postby Chimera » Mon Apr 30, 2012 9:29 pm

A unit of vanguard with chaplain on standby at the rear might be a good addition. Replace the captain and ironclad with that.
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Re: What do add to this list ... ?

Postby Dead » Tue May 01, 2012 8:43 am

you could go with a double theme. The scouts track down the enemy and call down a nasty strike force of terminators and other things that can take advantage of locator beacons. Not that you see much of it but anything AR14 like a monolith or land raider will be a big pain for you.
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Re: What do add to this list ... ?

Postby KrysDagger » Tue May 01, 2012 12:39 pm

some good thoughts in here ....

Thuderfire = heavy choice (fyi).

I like the idea of a chaplin with vanguard vets watching over the neophytes ready to step in if they get into trouble...
Also like advance group summoning in termis. Was thinking with libi so the termi's remain mobile. SS+TH termis to put a beat down. Maybe cyclone missle launchers for even more Anti Armour.
Splitting into 4x5 man squads to up the missles is not bad either.
Like the Sternguard and Dread in DP's.

Will play around with Army builder this evening.

Any thoughts on what chapeter this sounds most like? Heavy use of scouts. Sure, any chapter's 10th if they are codex. Could also be any chapter trying to rebuild by running a serious scout/recruitment program.

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Re: What do add to this list ... ?

Postby Tokkan » Tue May 01, 2012 1:09 pm

It's worth noting also, with the Landspeeder Storm that the jamming beacon only interferes with the Opponent's deepstrikes, not your own, so if you have the scouts that're going to be in the speeder have a teleport homer too, you can double-whammy your opponent by bringing in backup while denying them theirs. :D

(It's not in the FAQ yet, but it's what the rules guys have consistently told me that if there's blanket effects like that, negative ones effect just the opponent, and positive ones just you/allies)

KrysDagger wrote:Any thoughts on what chapeter this sounds most like? Heavy use of scouts. Sure, any chapter's 10th if they are codex. Could also be any chapter trying to rebuild by running a serious scout/recruitment program.


The core of your list is similar to the scout-heavy one I was going to run for my Space Sharks/carcharodons: They're supposed to have an abnormally high number of Terminator suits, and have a large contingent of Scouts accompanying their forces for more intensive training. (So, I basically have at least two large units of termies and scouts, the storm, and a few thunderfires, and just add more of those depending on how big the game is)
Last edited by Tokkan on Tue May 01, 2012 1:33 pm, edited 1 time in total.
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Re: What do add to this list ... ?

Postby Dead » Tue May 01, 2012 1:19 pm

KrysDagger wrote:
Any thoughts on what chapeter this sounds most like? Heavy use of scouts. Sure, any chapter's 10th if they are codex. Could also be any chapter trying to rebuild by running a serious scout/recruitment program.

Krys

crimson fists are in a big rebuild phase and there was a cool short story on the extremes they take to recover and rescue scouts. The exorcists have two scout companies due to nefarious reasons.
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