The list is as follows:
(note I have yet to play a game with this exact list, but I have used individual parts of it with success).
1500 points (which I could easily bring up to 2000 for some tournaments, probably by adding a tactical squad and some death company)
HQ- Librarian w/ plasma pistol and force sword -115 pts
(Divination Primaris power, and random Divination power most likely)
HQ- Reclusiarch - 130 pts
Elites- Sternguard Veteran Squad
power axe on sergeant
(the librarian is attached to this squad)
with the squad in a drop pod - 230
Tactical Squad X 10 marines
plasma gun and lascannon
power maul on sgt.
in a rhino - 255 pts
Tactical Squad X 10 marines
in a razorback with twin-linked plasmagun and lascannon
Death Company X 6 marines
one with thunder hammer,
one with power axe,
one with power sword,
the rest with bolters and chainswords.
(the reclusiarch would be attached to this squad)
Death company Dreadnought-
vanilla dreadnought with blood talons
No fast attack
twin-linked lascannon and twin linked multimelta
(it will transport the death company dreadnought and death company)
1500 pts total
The way it will work:
It depends heavily on terrain and enemy armies, but most likely sternguard will drop pod behind enemy lines to deal with a threatening vehicle, or a threatening squad. with the librarian's divination powers, 3 meltaguns should be able to take out almost any vehicle. On the off chance I get the divination power that lets me roll overwatch at regular ballistic skill, very few squads would dare attack the sternguard. Even if they don't get that power, on overwatch they should be well off, rerolling to hit, wounding on 2+ or even ignoring armour saves on MEQs. Basically there are few armies that won't have A squad vulnerable to them. The combi flamers are to help a turn if I'd like to charge, as they are quite good at assaults despite wielding bolters.
the razorback should be able to deal with monstrous creatures, transports or even land raiders, and since it's fast, will transport my squad AND be able to shoot both weapons. The plasma cannon will be combat squaded to hold an objective in ruins or something like that, taking out what it can.
The other tactical squad in a rhino can have the squad inside it combat squad, and that way can shoot two different units. A lascannon shot to a raider and plasmas to a transport etc. (I've been told a multimelta would make more sense, since I'd have so much range in a vehicle, but I think in the grand scheme, I'd like the option of hiding my lascannon away in a ruin somewhere, picking off guys 4 feet away in some games, and I lose that option with a multimelta, on top of the possibility of that extra 1 strength making a big difference if I can't get into 1 foot range).
If the game is objective based, I will try to take objectives with the tacticals after a turn or two of anti-vehicle shooting (or both if possible).
lastly, and most importantly:
almost half my army's points, the stormraven (and transported squads)!
This will basically come in zooming, shooting any fliers out there, or if there are none, shooting vehicles, or whatever is left. A big part of this choice for my army is mostly the lack of good anti-flier. Until the codex is updated, I feel forced to take a stormraven if I don't want allies. I have no interest in fortifications, so please don't bother mentioning their anti-air capabilities.
The turn after the stormraven comes in, it will hover and let out the death company (with a range of about 4 feet, I'm quite sure they'll reach anything they want).
The dreadnought is to massacre horde armies (as I find I have little to deal with hordes in this list).
the death company is to assault virtually anything in the game. With 4 thunder hammer attacks at WS 5, str 10, Reroll to hits and to wounds... even the toughest creatures out there stand no chance without an inv save, and even then, they have the rest of the squad to deal with-- a reclusiarch, an axeman, and a swordsman, with chainsword wielding fodder.
My army's weakness-- scoring units. Yes, I'm aware I only have 2-4 scoring units (4 with combat squads) which can easily die and leave me point-less. BUT, sternguard are ideally going to keep a point unsecured, a nice cozy heavy weapon wielding combat squad in a ruin should be able to stay safe (or distract the opponent enough to be worth losing) and death company to strike right where an enemy is about to capture a point, I'm not too worried. What I'm saying is, since I know it can be a problem, I will take extra care in objective games.
Any suggestions or critiques etc are appreciated thanks
(keep in mind I want to be able to take all comers, not take fortifications (I don't like them fluff-wise for BA, they're annoying to carry and I just generally don't care for them), and I would very grudgingly take an ally).
Edited by arsarcanum, 09 October 2012 - 01:28 AM.