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post #1 of 5 (permalink) Old 01-12-10, 05:13 AM Thread Starter
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2000 Imminent Tourny

Hey guys, got a tourney coming up in February. Any advise or input would be great. Thanks.

HQ
175 Pedro Kantor

ELITES
295 Sternguard Veterans (10)
( PF, Combi-Melta x4 )
35 Drop Pod

200 Assault Terminators (5)
( TH/SS x4, Lightning Claws x1 )

TROOPS
200 Tactical Sqaud (10)
( PF , MG , MM )

195 Tactical Squad (10)
( PF , Flamer, ML )

227 Scout Squad (10)
( Sniper Riffles x8, Camo Cloaks x9, HB , Telion )

HEAVY SUPPORT
155 Predator
( Autocannon, HB sponsors, Chronus )

260 Land Raider Crusader
( MM )

258 Devastator Team (8)
( LC x3, ML )

+___
2000

I can see the biggest unit that may bring up some discussion is the Scout Squad. Some say Telion is not worth it, and almost everyone says the HB is crap, but in the many games I have played them, they prove more useful than any tact squad I could have run. Taking Telion affords me the wound allocation to attempt plucking off PF sergeants and or other important hidden units like IC's; and no one sees the hellfire shell from the HB coming. Wounds on a 2+ and allows all saves, but it is great for putting a wound on a MC or bunched up marines who would shrug off a frag missile shot. All while sitting on a point in cover with 3+ cover saves.

I run Pedro with the Assault Terminators in order to convey the Inspiring Presence and drop the Orb Bomb turn one to soften the enemy lines and cripple a good unit (Tau Broadsides, Eldar Pathfinders, etc.)

I run an anti-infantry pred with Chronus, and it is devastating. His buffs to the tank allows it to work great. I also run an anti-mech dev team. I chose these units because inherently a tank can survive against most infantry, and infantry in cover (like my devs) can usually hold out against heavy fire. I feel that these two will work great with each other to hit all parts of the opposition's line.

Other than that, I think the list is pretty straight forward as a "take all comers" style that marines tend to work for. Thanks again for input.

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post #2 of 5 (permalink) Old 01-12-10, 11:03 AM
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It seems ok, there are a few things to watch out for though.

The first thing that jumps out is your lone drop podding unit, they are going to murder something on the turn they hit but then they will be out in the open and looking very attractive to your oponent. consider supporting them with something, like a dreadnought possibly.

Secondly, the Tac squads seem a bit wasted seeing as they have no transports. I would say either mech up or swap them for Scouts for the lol factor.

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post #3 of 5 (permalink) Old 01-12-10, 11:58 AM
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I agree with Calamari, you need transports to go with your tac squads. Apart from that it looks great to me.

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post #4 of 5 (permalink) Old 01-12-10, 04:00 PM
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It is a balanced army and one I wouldn't mind playing against, but it really doesn't seem as dangerous as the list I thought was your "standard."

You might be able to do more against a mechanized list than before, but think you are more vulnerable to being reserved on. Your Sternguard have to deep strike turn one, which normally won't be a problem, but I honestly like the option you have to hold onto those combi-meltas for a late game strike and holding an objective. Four scoring units will be hard to kill and your scouts will be able hold your "base" objective in 3+ cover. Tell me if you want to test this later.

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post #5 of 5 (permalink) Old 01-12-10, 05:12 PM
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Quote:
Originally Posted by Et Spiritus Dorn View Post
Hey guys, got a tourney coming up in February. Any advise or input would be great. Thanks.

HQ
175 Pedro Kantor

ELITES
295 Sternguard Veterans (10)
( PF, Combi-Melta x4 )
35 Drop Pod

200 Assault Terminators (5)
( TH/SS x4, Lightning Claws x1 )

TROOPS
200 Tactical Sqaud (10)
( PF , MG , MM )

195 Tactical Squad (10)
( PF , Flamer, ML )

227 Scout Squad (10)
( Sniper Riffles x8, Camo Cloaks x9, HB , Telion )

HEAVY SUPPORT
155 Predator
( Autocannon, HB sponsors, Chronus )

260 Land Raider Crusader
( MM )

258 Devastator Team (8)
( LC x3, ML )

+___
2000

I can see the biggest unit that may bring up some discussion is the Scout Squad. Some say Telion is not worth it, and almost everyone says the HB is crap, but in the many games I have played them, they prove more useful than any tact squad I could have run. Taking Telion affords me the wound allocation to attempt plucking off PF sergeants and or other important hidden units like IC's; and no one sees the hellfire shell from the HB coming. Wounds on a 2+ and allows all saves, but it is great for putting a wound on a MC or bunched up marines who would shrug off a frag missile shot. All while sitting on a point in cover with 3+ cover saves.

I run Pedro with the Assault Terminators in order to convey the Inspiring Presence and drop the Orb Bomb turn one to soften the enemy lines and cripple a good unit (Tau Broadsides, Eldar Pathfinders, etc.)

I run an anti-infantry pred with Chronus, and it is devastating. His buffs to the tank allows it to work great. I also run an anti-mech dev team. I chose these units because inherently a tank can survive against most infantry, and infantry in cover (like my devs) can usually hold out against heavy fire. I feel that these two will work great with each other to hit all parts of the opposition's line.

Other than that, I think the list is pretty straight forward as a "take all comers" style that marines tend to work for. Thanks again for input.
Take 2 reular meltaguns with you sternguard instead of the combi ones. Get rid of the 25pt powerfist. They are not worth it. The scout squad is ok I guess although I hate them. The tactical squads may want rhinos. Chronus does not seem to fit very well anywhere to me but sure, keep him. Why a Crusader? Those extra slots give you nothing while a redeemer can hold a sufficent amount of guys, is less points (even when you add the multi-melta), and has better weapons.
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