A good example of a "Hammer and Anvil" setup
Indomitus KT-4 hvy intercessors assault weapons, 1 hvy bolter, 1 plasmaceptor, 1 multi melta erad, 3 erads
Chief Apothecary-selfless healer, beacon angelus
5 company vets with storm shields. Sgt w/fist
Chaplain...preferably a master of sanctity or Cassius
Captain who has a shield for the 5+bubble relic
The hammers should be at least 3 deep striking full killteams or vets/van vets squads. 10 stalker intercessors is always a nice solid backfield camper unit that can still dish out decent ranged damage.
I find having a proteus of 5 vets/5 terminators can do well. They vets will be screens/counter chargers for your Indomitor blob and the terminators get free deep strike
This is mostly most a very aggressive list. You're going to want to push up and control the midfield with your Indomitor Killteam supported by the characters and vets.
This is a very powerful tactic and your opponent will need a very well thought out plan to avoid it or destroy it.
I prefer 2nd turn if it's your choice. You should be able to tank a helluva lot of stuff, you're slow and need to stay in a formation so a lot of the time it's better to play reactionary.
When you're able to start dropping in units is where the fun begins. Not a lot of armies that can screen out deep strike denial can also field a ton of accurate anti marine weapons. But the main mission for these guys is to finish off units and/or contest objectives while also creating threats to make them more of a priority.
In the 1st and 2nd turns I'm usually focus firing the blob and a vet team with heavy bolters to create a lane to shove more marines into. The initial push is critical and board control is priority to killing
If you're struggling on one side don't give up. Send in more marines. Keep 1 unit in reserves, unless you're losing tons of models already, for turn 3. That way if your opponent pushes the opposite side or gets in your backfield you can reinforce.
I'm breaking this down pretty simple. You can alter the list in a number of ways but keep the core as I suggest. You want the 5+ invul bubble, healing, revives, character buffs and bodyguards for the characters. A psyker is good too but his buffs can be denied for no CP
by enemies. quite a few armies are way better at reducing your psykers chance than you are at casting them. I'm personally someone who like 2+ psykers or no psykers
That being said..if you do run 2 I would run Natorian and Inquisitor Eisenhorn. Both have really good abilities for the points you spend and you aren't taking up an HQ slot to take 2. That will give you 4 cast/3 denials and 2 seperate disciplines. Eisenhorn is decent in hth
and you get the daemonhost.
I'd say my hardest fights for this style of list will be harlequins. With them and other armies with fast and cheap units to get you into hth
will make you burn cp
to use different chapter tactics so you can fall back and shoot.
ATVs, RidgeRunners, Flanking Eradicators are huge threats and you should be ready to use that beacon before he has the chance to charge you or flank and melta you.
The core units for the Anvil will be around 800-850 pts as well as 3 cp
. Your strategies are limited, but pretty simple you just need to learn how to manipulate your opponents choices.
Edited by Debauchery101, 10 February 2021 - 06:09 AM.