Firstly, thanks for your comments. I feel I've confused some of you though, I thought this was all fairly straightforward, but I'm obviously not making my reasons for posting this very clear, so I'll explain why such weirdness:
1 - because theres a thread here
about 6 chaos landraiders in a normal FOC (due to dedicated transport) that got me thinking about how many loyalist SM landraiders you could get, also using one FOC; which is here
. While mentally totting up the PVs I realised it was in the vicinity
(that's all, I haven't done the math, it's not a real list) of 3500pts, so I thought I'd bring it over here.
2 - I'm not bothered about the cheeseyness of the list, it's not exactly 'real', more an excercise in the highly improbable (though still, technically/legally possible).
3 - the Assault Marines are there to go in the 8th landraider. I don't really understand the question TBH. If I drop them I have an empty landraider. What's the point of that? They're assault marines for two reasons: a) because I want cc-guys and I can use tac marines with traits, or scouts, or vet squads, or assault marines with no jump packs. Tac marines with traits means having to worry about traits; I already have two cc-scout squads and frankly I only have them for a minimum troop requirement anyway; I don't have any elite slots for vet squads left; and assault marines mean free grenades - ok, I lose heavy weapons, but I'm not planning on any of my troops being more than 8" from anything they're shooting at anyway; also, b) due to a series of discussions I had with Galahad and others, here
, and others had in a different context here
, the question of assault marines and transports (in the second of those threads, specifically landraiders) came up - so here are some assault marines in a transport.
4 - I haven't bothered putting any weapon options - they're not important. In general, the tactic is, jump out of landraider, hit/shoot-at-point-blank-range the nearest enemy. It's not hard, it doesn't require a lot of consideration. Were this a real list, not the exposition of a concept, I'd have put weapons options. And PVs.
5 - the commander is only a 'waste' if you're counting points and trying to squeeze in 'the best' tactical choices. I'm not. I wanted a commander for this force, it's quarter of the First Company FFS. I don't think that so many terminators would go to war without a fairly senior ranking officer. I don't want someone who can deep strike or psychically fly in or whatever - I want 8 landraiders full of hitty people waiting to jump out, lead by their captain.
6 - as I understand the rules for multiple detachments, any
game can be multiple detachments, as long as both players agree. IIRC, it's recommended
for 2500+ games as it's difficult for all armies to get more than that with one FOC. That's, unfortunately, completely irrelevant. I could conceptually field a gazillion landraiders and no troops at all - but that's not the point of the excercise. The point was to find the maximum number of landraiders in one FOC slot. Saying 'why are you only using one FOC slot?' is a bit like saying 'why are you maximising landraiders not... plasma cannons?' Errm, because I want to?
7 - in the end, I posted it here because a) I realised it was more than 3000pts and was therefore 'Apocalypse legal', and someone might want to laugh at the idea here as much as in "Rules"; and b) it's not viable for a normal game, but as, for instance, the 'point of the wedge' of a massive space marine force (say 10-15,000pt) it may just about be. Backed up by another 6-12,000pts of troops (that I might continue to think of as '2-6 FOCs', because I'm mentally organising my marines into FOCs for Apocalypse), it might just work, and 8 landraiders would
look cool on a table, I challenge anyone to disagree!
Anyway; that's taken a very long time to explain, but basically, don't worry about suggesting minor swaps or point-saving plans; it's not a 'real' list. Thanks anyway!