2000 Imminent Tourny
Hey guys, got a tourney coming up in February. Any advise or input would be great. Thanks.
175 Pedro Kantor
295 Sternguard Veterans (10)
( PF, Combi-Melta x4 )
35 Drop Pod
200 Assault Terminators (5)
( TH/SS x4, Lightning Claws x1 )
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 )
( Autocannon, HB sponsors, Chronus )
260 Land Raider Crusader
( MM )
258 Devastator Team (8)
( LC x3, ML )
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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