Today boys and girls, we're going to pretend it's 5th ed again.
That means Vulkan with flamers and meltaguns, and lots of copypasta.
Vulkan
Chapter Master: Power Fist, Shield Eternal, Artificer Armour, Auspex
5 Tactical Marines: Meltagun, Combi-Melta, in Transport 1
5 Tactical Marines: Meltagun, Combi-Melta, in Transport 2
5 Tactical Marines: Meltagun, Combi-Melta, in Transport 3
5 Tactical Marines: Meltagun, Combi-Melta, in Transport 4
5 Tactical Marines: Meltagun, Combi-Melta, in Transport 5
5 Tactical Marines: Meltagun, Combi-Melta, in Transport 6
5 Assault Marines: 2 Flamers, in Transport 7
5 Assault Marines: 2 Flamers, in Transport 8
5 Assault Marines: 2 Flamers, in Transport 9
Stalker
Stalker
Stalker
Transport 1: Drop Pod: Deathwind Launcher
Transport 2: Drop Pod: Deathwind Launcher
Transport 3: Drop Pod: Deathwind Launcher
Transport 4: Drop Pod: Deathwind Launcher
Transport 5: Drop Pod: Deathwind Launcher
Transport 6: Drop Pod: Deathwind Launcher
Transport 7: Drop Pod: Deathwind Launcher
Transport 8: Drop Pod: Deathwind Launcher
Transport 9: Drop Pod: Deathwind Launcher
Total: 1815
Drop Pods have become my new favourite thing for at least the next weeks.
They got a couple of nifty changes in 7th ed. For one, they now score and the tactical marine ones have objective secured.
Drop Pods are usually one of those things that just appear on the table on turn 1, and are then ignored for the rest of the game. But now they can actually pose a threat by having the audacity to claim objectives, and the enemy has to waste firepower getting rid of them.
On top of this, there are still the old tactics of boxing the opposition in to a corner, and just generally getting in the way.
Finally, some of the hobbyists among you may have noticed that odd missile-launcher shaped thingy that comes on the sprue. That is the fabled deathwind launcher, thought to have gone extinct shortly after the kit was released. These just became much more useful, as they can now be fired the turn the pod arrives. That means you get 5 large blasts on turn one, with more to follow. Quite the nasty surprise.
As for units that might actually fit into a carry case, there are a bunch of objective secured marines with double melta, an old stable and usually quite good at busting open armour.
The assault squads get 2 cheap flamers and a discount on their DP (teeheehee), making them a very handy anti-horde unit.
Vulkan is there for obvious reasons, he makes sure all the meltas and flamers aren't mistakenly set to 'tepid'
The chapter master is a bit of punch, particularly in case things like wraithknights show up. His job could also be done by a few dreadnoughts, but he is just a bit more likely to survive a few str10 hits to the face.
The three Stalkers are a bit of an afterthought. They are average-ish anti-air, and if needs be can just hide in reserve and pretend to be a cheap scoring unit later on.
Alternatively, the points could be spent on some elite Sternguard or Dreadnoughts, who will of course be in .... Drop Pods!
This list sickens me. Well done.
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