The tau are going to need a repaint and some weapon changes but at least I have all of this except for 1 single broadside which I can always buy.
So the original idea I was having for SM in 6th was to continue with my sternguard flying around the field accompanied by a gated librarian, but after a few lists that I didn't really like I tried to experiment with bikes and then realised that they cost loads of points. I then attempted to make a hybrid bike and tac marine list to be similar to the one I faced in Offence 6th, and it didn't really look so threatening.
After my last tournament I finally know what I'm doing or at least I hope so...
Librarian (null zone and another power which I'm not decided on yet but suggestions are welcome)
Assault terminators with thunderhammers and stormshields
Tactical Squad with Multi-melta, meltagun, combi-melta, powerfist, rhino
Tactical Squad with missile launcher (might switch for a plasmacannon) and plasmagun, rhino
Stormtalon with typhoon missile launcher and assault cannon
Stormtalon with typhoon missile launcher and assault cannon
Thunderfire cannon
Allies:
Shas'o with cyclic ion blaster (will switch to twin/single missile pod if cheaper but don't have codex on me), plasma rifle, and shield thing that gives him an invuln (plan to probs change)
3 crisis suits with plasma rifle, missile pod and target lock (thing that lets them shoot both, one might get multi-tracker or whatever lets it shoot a different unit)
6 firewarriors (honestly as many as fit, if points allow in the end would take 2 squads)
3 Broadsides
Fortification: Aegis Defence line
This list is in the region of 1750 pts, but I haven't really managed to include everything I want but it's the best one I've managed to make so far in my opinion. While I would love to add a land raider, a quad gun, some pathfinders and a few autocannon dreads - I can save that for higher points values.
Now to explain everything...
Stormtalons are there for all-three: anti-flyer, anti-tank, anti-infantry. The fact that there are 2 helps them to survive and I can make them come on together for sure with their escort rule (not sure if I would risk it though). 2 10 man tacticals give me some solid pretty mobile scoring while also being able to sit back and shoot with the tau element if required.
Terminators are a conundrum as they would really give this list some much needed punch but since I can't fit in a land raider they have three options:
- Start on the board
- Deep-strike
- Jump around with the librarian
However I may end up dropping them as it frees up a load of points for all the stuff I haven't been able to include...
Thunderfire is obviously there to add anti-infantry and the rest of the army is basically anti-infantry/anti-light mech. Defence lines are now mandatory as I have found out unless you're playing a very fast all attacking army.
Thoughts?
No comments:
Post a Comment