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Post by Machine Gun Kelly on Apr 16, 2010 9:37:42 GMT -5
This army is made purely to train myself in using combined arms of different Combat squads. Support devastators, Razorback transported marines and assault marines.
See my previous thread called tactical discussion on combat squads.
The assault marines are divided into two CS to try out two different ways of using them. One as a rapid moving plasma pistol fire squad, and the other a traditional assault marine squad.
Cato Sicarus is there to snatch the first round and passing out LD 10 to all Space marines on the table.
This army lacks AT but it is OK, like I said there are 250 pts left and I am considering giving the Razorbacks HBs instead to free some more points. These can be used to smack up the AT of the army.
HQ xxxpts Captain Cato Sicarus
TROOP 1 275pts Tac squad TCS1:1 Sgt with plasma pistol, Razorback with Las cannons TCS1:2 plasma gun
TROOP 2 200pts Tac squad TCS2:1 Sgt with plasma pistol, Razorback with Las cannons (on rent from devastators) TCS2:2 plasma gun
HEAVY SUPPORT 340pts Devastators DCS1:1 Sgt with plasma pistol, Plasma Cannon, Plasma Cannon DCS1:2 Missile launcher, Missile Launcher
FAST ATTACK 235pts Assault squad ACS1:1 Sgt with plasma pistol, plasma pistol, plasma pistol ACS1:2
This army cost 1250 pts, leaving me with 250 points to play around with.
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Post by cheminhaler on Apr 17, 2010 6:34:34 GMT -5
Sicarius is grossly overcosted, I'd just get a normal captain, or something.
The 5 man assault squad with 3 x plasma pistols sounds like they should be called 'suicide squad'. Make sure you don't roll 3 x 1s, followed by 3 x 1s, then fail Ld... Plasma cannons for the 2 tac squads could turn it into the ultimate gambler army. Just don't get hot.
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Post by Machine Gun Kelly on Apr 17, 2010 6:51:28 GMT -5
Sicarus might be overpriced, but he makes my Devastators either scout or infiltrate. He gives me a reroll to try to snatch first round and most important of all. All spacemarine squads uses his LD for morale and pinning test, and considering they all are combat squads that might become very useful. Sicarus role in this army will be staying back and avoiding harm. Not very heroic I know.
The all out plasma assaultCS will be interesting, it might just turn out that it is useless unless the emperor of dice is on your side. In wich case the assaultsquad will get a remake. I just want to try it out for a while to see.
The same with the plasma devastators, will see what happens to them.
Edit: Darned, Cato does only give special abilities to one tactical squad. Not a devastator squad.
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Post by cheminhaler on Apr 22, 2010 11:16:59 GMT -5
Edit: Darned, Cato does only give special abilities to one tactical squad. Not a devastator squad. In that case sod him. A normal captain gives you 'Rites of Battle' and is significantly cheaper. Spend the difference on plasma cannons. You should also have had free missile launchers for the 10 man squads.
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Post by Machine Gun Kelly on Apr 30, 2010 4:28:48 GMT -5
I most likely should take the ML because they are free, but I have a tendency to mentally get a lock down, and never move the squads with HW in them. And since the tactics I am going to train with this army needs the tactical squads to move I would be taking a risk.
On the other hand after the tactical squad have secured the objective they are meant to stay put, and the ML could get handy, so they might just get back in there.
This also puts us back into the discussion of Sicarus, I think that an SM army consisting of combat squads need Ld10 he conferes to them, and the extra chance of grabbing the first move. His role is to stay way back and use his plasma pistol mostly.
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