Friday 8 November 2013

GT Heat 3 - The Final Countdown

Here we are again, less than two days until a tournament and I’ve not really decided on the list I’m taking and some of the core units I know I will be taking are still unpainted. This weekend is going to be all about trying not to lose too badly … again!

As far as the list goes I’m settled on a core I just can’t stop fiddling with the “edges”. Here’s my current flavour-of-the-minute list:

Primary Detachment : Codex Space Marines

HQ
Tigurius

TROOPS
Tactical Squad (10): Meltagun, Multi-Melta, Combi-Melta; Drop Pod
Tactical Squad (10): Flamer, Lascannon; Rhino

HEAVY SUPPORT
Thunderfire Cannon
Devastator Centurions (3): 3x Grav-Cannon & Grav-Amp, 3x Missile Launcher
Land Raider

Allied Detachment: Codex Blood Angels

HQ
Mephiston

TROOPS
Assault Squad (10): 2x Flamer

Wow! When I write it down like this it look incredibly light on models!

The Primary Detachment is set up to provide durable scoring, my Centurion/Tigurius/Land Raider unit (Bullet Magnet) and a Thunderfire for flavour. Since my game against Alex I’ve been really trying to work Mephiston into the list … because he’s amazing; and a lot of what’s on the table these days, he is almost designed to bully. I also love the scoring Assault Squad from a manoeuvrability point of view and the double flamer can be placed to do maximum damage to some tucked away scoring unit.

The glaring weakness of this list is that if I come up against Tripple Heldrakes, it’s toast – literally. The omission of anything which can take out a flier is entirely intentional. At this point level I have struggled to add in an air threat without seriously crippling what I can do on the ground so I’ll just accept the fact that I’m completely boned if I come up against Heldrakes.

And in typically “me-style”, while I’ve been sitting here typing this I’ve come up with something else to share with you which packs in more bodies and possibly has more punch:

Codex Space Marines

HQ
Tigurius

ELITE
Sternguard (5): 3x Combi-Melta; Drop Pod
Sternguard (5): 3x Combi-Melta; Drop Pod

TROOP
Tactical Squad (10): Meltagun, Multi-Melta, Combi-Melta; Drop Pod
Tactical Squad (10): Flamer, Lascannon
Scouts (10): Bolt Pistol, Close Combat Weapon; Land Speeder Storm: Heavy Flamer

HEAVY SUPPORT
Thunderfire Cannon
Devastator Centurions (3): 3x Grav-Cannon & Grav-Amp, 3x Missile Launcher
Stormraven Gunship: TL Multi-Melta, TL Lascannon

And even as I write this I’m thinking I could trade the LS Storm and the Stormraven and get a Landraider back in the list! Oh dear.

Anyway, I like this list from the alpha-strike Sternguard point of view (though it’s been done to death and is reasonably easily countered) and it has air defence in the form of the Stormraven.

Maybe I should just flip a coin!

Anyway, I’ll just finish off with some pics of the Work-in-Progress on my Centurions and Tigurius.

3 comments:

  1. The only issue with the Stormraven idea is that the turn it comes on it can not go into Hover mode, as an opponent if I had any chance to take it out I would fire my entire army at it.

    If I take it out, not only do I kill a 200 pt gunship, but I put str10 instant killing hits on Tiggy & 3 Centurions. For the differculy in killing a 200 pt flier in a turn (once a don't roll a 1 on 4 dice to wound) I can kill over 600 pts.

    I suppose it depends on how much anti-air you think you'll face. As the points for the game go up and the competitiveness of the event increases people are more worried about facing 2-3 helldrakes and the amount of anti-air goes up significantly.

    Also a good point is that 3 of the top armies, (Eldar, Tau & Helldrakes with Obliterators) can deal with a Stormraven easier than a Landraider. Unfortunately the other top army (Screamstar) would probably prefer to face the Landraider.

    Overall I think the Stormraven is just too many points off the board, with Tiggy and Centurions not being able to make any impact until turn 3 at the earliest, and without a Comms relay you could be unlucky and have a very sizable portion of your force off the board for the majority of the game, leaving your on-board forces heavily outgunned and outnumbered.

    Good luck for the tournament.

    Rathstar

    ReplyDelete
    Replies
    1. Thanks Rathstar, good coment. I'd be tempted to "skies of fury" disembark the unit the turn it arrives to avoid that exact issue.

      Still, I think I'll be going with the first list and crossing my fingers!

      Delete
  2. Don't forget a locator beacon in the drop pod (if it survives a turn) would avoid the scatter danger from Skies of Fury and can be used from Turn 2. Of course this would leave most of your key units bunched up on the board.

    ReplyDelete

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