Drop podding ironclad fun!

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Drop podding ironclad fun!

Post  Timbo on Sat Feb 14, 2009 2:43 am

This is a standard space marine list that gets all up ons my opponent on turn 1. The librarian will generally take Gate of Infinity and Null Zone and deploy with the terminator squad. On turn 1 they can teleport into the enemy deployment zone and hopefully get some good shooting out of their heavy flamers. The ironclad will try to emerge somewhere in the same vicinity and the land raider will move up as quickly as it can in support. The land raider will contain the tactical squad with the powerfist and the chaplain. The other two tactical squads can hold objectives or move up as required. The scout bikes will likely move right up behind the terminators on turn 1, or perhaps turbo boost past them. The enemy will likely be far too worried about other threats to shoot the bikes. Hopefully they will be able to assault a vehicle on turn 2. Anyhow, without further ado:

Librarian 100
Chaplain w melta bombs and digital weapons 115

10 Terminators w 2 heavy flamers 410
Ironclad Dreadnought 135
Drop Pod 35

10 Tactical Marines w powerfist, multi-melta and flamer 195
10 Tactical Marines w plasmagun and heavy bolter 180
10 Tactical Marines w plasmagun and missile launcher 180

Land Raider w extra armour 265

3 Scout Bikes w cluster bombs and melta bombs 85

1700 points

Thoughts or comments?

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Re: Drop podding ironclad fun!

Post  gluvzer on Sat Feb 14, 2009 10:30 pm

I like it. The list is very capable of taking to your opponent while being able to protect your own objective as well. It has ( I think) enough anti-tank and anti-infantry. The only issue I have with it is the reliancy of The Gate. From personnal experience (not with a list like this however) the gate plan may sound awsome, but I ALWAYS scattered to horrible places. I hope the power of the dice works better for you.

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Re: Drop podding ironclad fun!

Post  Timbo on Sat Feb 14, 2009 10:45 pm

Yeah, it's a bit risky. I'll have to gather some data to see how reliable it is. I thought the size of the terminator's bases might allow me to get the heavy flamers back into shooting range if they scatter off a bit. However if my opponent has a librarian, that could throw a psychic hood wrench into my plans.

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Re: Drop podding ironclad fun!

Post  kerr_matt80 on Sun Feb 15, 2009 12:57 pm

you could also throw a homing beacon onto your scout biker sarg and have them work in tandem with the libby, then your arriving for sure exactly where you want

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Re: Drop podding ironclad fun!

Post  Timbo on Sun Feb 15, 2009 6:00 pm

I don't think the homing beacon works with Gate of Infinity, does it? Regardless, I want to gate the terminators on turn one and since the bikes can't turbo boost for their scout move they likely wouldn't be in position even if it does work. The ironclad I'm not really worried about, drop pods are pretty safe these days, and on a terrain heavy map you can almost pinpoint their landing spot even with a scatter roll. You just put the pod right next to a couple of large pieces of terrain, and if you scatter into them, you just move the pod back to its original spot.

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Re: Drop podding ironclad fun!

Post  kerr_matt80 on Mon Feb 16, 2009 6:38 pm

Its the teleport homer your thinking of, the homing beacon works for all types of deepstriking. I was under the impression that you could tubo boost on your scout move, if not it will still work because gate is used at the start of the libby's movement phase so you could boost your scout bikes first and then tele your libby/termi's after.

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Re: Drop podding ironclad fun!

Post  Timbo on Tue Feb 17, 2009 4:18 am

The locator beacon states that "If a unit wishes to arrive on the battlefield via deep strike and chooses to do so within 6" of a model carrying a locator beacon, then it won't scatter" (p67). The terminators are technically not arriving on the battlefield. They have alreay been deployed and are just moving, so I'm not sure this would work. We all know that Games Workshop sucks at writing rules. A scout move must be a "normal move". I assume that a turbo boost move is a special move and not a normal move because it is in the special abilities rules section. Also, what is a movement phase? Is it a series of phases, one for each unit in my army, or a single phase? If it is one phase, then the beginning of the phase is before anything moves. If a unit moves (such as scout bikes), then I am not at the beginning of my movement phase anymore. However, if each of my units has its own movement phase, then what you're proposing with moving the bikes first and then the librarian might work. Although I think it would be looked at as a bit gamey. What do others think?

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Re: Drop podding ironclad fun!

Post  System Commander on Tue Feb 17, 2009 11:48 am

The deep strike rules are very specific in that you must deep strike before anything else moves... as in at the beginning of the movement phase.

As for the bikes, I believe you can only take a regular move as a scout action, so no turboboosting as your scout move.

Everything else looks good! That null zone is a scary power! Besides that, I like the list. I like Land raiders, and I like terminators.. so two thumbs up from me!

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Re: Drop podding ironclad fun!

Post  kerr_matt80 on Tue Feb 17, 2009 2:54 pm

I think that you could break the movement phase down into individual unit's movement phases. The wording "at the start of the libby's movement phase" instead of just "the start of the movement phase" to me is just restricting it to not allowing them to move 6" and then teleport as opposed to having to teleport before the rest of your army. I dont have my codex handy atm so im going from memory but i believe GoI says the libby and unit are removed from play and immediately reappear using the deepstrike rules, and the locator beacon affects scatter for things arriving via deepstrike. I did a bit of digging around on the b+c and of course the wording is vague enough in the codecies that they havnt come to a clear answer. The way i interpret it however is that it should work. On a strange sidenote i wonder what would happen if you had a placed back in reserve misshap with them? Would they just start rolling like normal reserves the next turn?

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Re: Drop podding ironclad fun!

Post  System Commander on Tue Feb 17, 2009 4:06 pm

For the librarian, that very wlel might be the case. I was just talking about regular deep strike rules.. and that you have to deepstriking at the beginning of the movement phase.

I'd have to check things out from the book to, but for the librarian's power it seems it might be ok to use his ability at any point in the movement phase.

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Re: Drop podding ironclad fun!

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