DISQUS

Bell of Lost Souls: Breaking the Space Marine Codex: Part 2

  • Lord · 1 year ago
    OK, so my only comment is that you should try to squeeze in that towing vehicle, as with 7 drop pods, that will be quite useful!
  • mkerr · 1 year ago
    That much-honored Atlas Recovery Vehicle has a place of distinction in my armored company. :)
  • WarHamster · 1 year ago
    hm, i'd give the sternguards a heavy flamer instead of the combibolter. just because the h.flamer is an awesome weapon if you want to take advantage of area terrain and have to burn an enemy off an objective. :)
  • mkerr · 1 year ago
    i wrestled with that one, but I feel I'm paying so much for the special issue ammunition...

    If there's a piece of area terrain that I'm worried about, I'll just put the Dreadnought there.
  • smurfhater · 1 year ago
    two words "Dragonfire bolts"
  • Geoff Snider · 1 year ago
    if you're going for drop pod saturation, use tigurius. you'll create a nice little wall of pods that your opponent will have to deal with.

    this army should be re-focused on either pod saturation (tons of pods, minimal unit sizes), OR sternguard, but not both unless you can min-max your unit sizes and keep the sternguard effective.

    forget the ironclad dreadnought - no dreadnoughts in the new book are worth their points for what they do except maybe the very cheapest basic model with a multi-melta and extra armor (i think it comes in at 120). if you're going to play with any at all, play with 3 and use them to get more pods.

    you could probably play a list that looks like this (can't remember exact points cost ATM, but this should be around 2000 or so):

    tigurius
    dread w/multi-melta & extra armor + pod
    dread w/multi-melta & extra armor + pod
    dread w/multi-melta & extra armor + pod
    5-man scout squad w/sniper rifles & camo cloaks, missile launcher + pod
    5-man scout squad w/sniper rifles & camo cloaks, missile launcher + pod
    5-man scout squad w/sniper rifles & camo cloaks, missile launcher + pod
    5-man scout squad w/sniper rifles & camo cloaks, missile launcher + pod
    5-man scout squad w/sniper rifles & camo cloaks, missile launcher + pod
    5-man scout squad w/sniper rifles & camo cloaks, missile launcher + pod
    speeder w/multi-melta, heavy flamer
    speeder w/multi-melta, heavy flamer
    speeder w/multi-melta, heavy flamer
    whirlwind
    whirlwind
    whirlwind

    you could probably go even more hard core into using the pods with heavy weapons built in (instead of using whirlwinds to shoot over your pods). it gives away a lot of kill points, but man it contests objectives like nothing else.

    also, if you get a chance to go second, you can keep one or two pods in reserve until the 5th turn (using tigurius to re-roll successful reserves rolls) so you can contest objectives without having to move your shooting units.
  • mkerr · 1 year ago
    As I get a larger Drop Pod force together (I have 6 and a Dreadnought Drop Pod collected so far), I'm sure that I'll shift to Tigurius instead of Pedro.

    But I don't really understand the six 5-man scout squads with sniper rifles in Drop Pods. Can you explain how you plan to use them? Sure you can build a fence with your pods, but then what?
  • Geoff Snider · 1 year ago
    from my understanding, you can deploy the scouts, but leave the pods in reserve to deep strike.
  • mkerr · 1 year ago
    I suspect that it's legal (or at least not illegal) to infiltrate the unit without the drop pod. But I guess I don't see the point.

    You can build a fence of Drop Pods, but besides giving you a kind of crappy S5 AP- gun, you don't get much out of it.

    But I could see it having a great annoyance factor for your opponent, lol.
  • Geoff Snider · 1 year ago
    well, considering that you could drop them in ON TOP of all the objectives, and that if you place them correctly (and maybe get lucky), they'll give each other cover saves. they're extremely resilient, even for open-topped, stationary vehicles.

    control a single objective while contesting all others.
  • Javelin · 1 year ago
    Unfortunately you can't buy Drop Pods for Scout squads...
  • Geoff Snider · 1 year ago
    Did they change that this time around for the new book? Darn it. Now I'm just wasting everyone's time!
  • somewhat_damaged · 1 year ago
    even more so; since you can't drop in empty drop pods any more. they have to have a unit in them
  • Matthew_Rider · 1 year ago
    doesnt say that anywere

    it says that pods act independantly- so according to the rule book you can
  • thoughtfoxx · 1 year ago
    Not read the 'dex yet? no pods fro scouts.
  • Ds86 · 1 year ago
    I disagree, a heavy flamer would look freaking sweet on a sternguad, but its a heavy weapon. With assault nades think it would be more effective just to storm cowards behind the area terrain :P

    Think you may need more anti tank however, come across a mech army which can clear your multimelta range in a turn and your hummed. You dont have much mobility once you've drop podded so will be quite a brittle list.
  • WarHamster · 1 year ago
    dude, it's only called "heavy", but it's assault 1. that's what makes it such an awesome weapon. :)
  • mkerr · 1 year ago
    I've never found that I needed mobility after drop podding (I'll be able to focus my army in the part of the board that matters), but the army does have the ability for me to re-position (to reinforce a flank or grab an objective) with Gate of Infinity.
  • Smurfy · 1 year ago
    Agree with everything, though my Pedro 2k list is -

    HQ: Pedro Kantor -175-
    HQ: Librarian - Gate of Infinity & Null Zone -100-

    EL: 10 Sternguard - 4 Combi-Meltas -270-
    *Transport: Drop Pod - Deathwind Launcher & Locator Beacon -65-*
    EL: 10 Sternguard - 4 Combi-Meltas -270-
    *Transport: Drop Pod - Deathwind Launcher & Locator Beacon -65-*

    TR: 10 Tactical Marines - Meltagun, Missile Launcher -175-
    *Transport: Drop Pod - Deathwind Launcher & Locator Beacon -65-* TR: 10 Tactical Marines - Meltagun, Missile Launcher -175-
    *Transport: Drop Pod - Deathwind Launcher & Locator Beacon -65-* TR: 10 Tactical Marines - Flamer, Heavy Bolter -170-
    *Transport: Drop Pod - Deathwind Launcher & Locator Beacon -65-* TR: 10 Scouts - 5x Bolt Pistol & CCWs, 5x Sniper Rifles, Sgt - Meltabombs -145-

    FST: Land Speeder Storm -50-

    HVY: Whirlwind -85-
    HVY: Whirlwind -85-
    HVY: Whirlwind -85-

    Better anti-horde support, bigger "Sternguard Bounce" line, and capability to take out that Inquisitor unit with Mystics that are a pain.
  • mkerr · 1 year ago
    Whirldwinds are great (and I may give it a spin), but I want to give the Ironclad a try first. I'm surprised you spend 100 points to upgrade the Drop Pod Storm Bolters. Is your plan to make the Drop Pods enough of a nuisance that your opponent has to deal with them?
  • TheMacDiesel · 1 year ago
    Umm, yeah, 12" range on a large blast template = scatter into your own troops on the first couple of turns it's on the board?

    Seems to be one of the less potent new toys in the 'Dex.
  • TheMacDiesel · 1 year ago
    One more thought -- Smurfy, with that number of Combi-Meltas, would you be better taking Vulkan's Chapter Tactics instead of Kantor's? He's make an easy swap for the Liby and Deathwind Launchers...
  • Herald of Nurgle · 1 year ago
    On that note: Has BoLS started its conversion of Vulkan He'Stan (whatever) - if so, Work in Progress pics please?
  • mkerr · 1 year ago
    I've got a Relictors character that fits the bill (no spear, but close enough), so I'm not going to bother making a new one.

    If it becomes something I use all the time (especially for tournaments), I'll have something new made.

    I've only got Daemons in progress right now....
  • Smurfy · 1 year ago
    Yes, might wanna change that for something, though nothing comes cheap in the Space Marines Codex.

    Maybe just let my planned first wave have the beacons like you and axe the Deathwind Launchers for two Multi Melta Land Speeders.
  • Wolf · 1 year ago
    the one thing i would be worried about with this list is anti-armor: you have a total of: 3 multi-meltas coming in at some point, 2 combi meltas and a meltagun on the initial pods, and fists and a melta bomb in cc
    land raiders might be tough, and monoliths are going to eat this list...
    otherwise, pretty good...rather nasty against hordes

    Also, don't forget ( though you are not using it here), that Pedro's attack bonus doesn't stack with the Chapter Banner, and he does not get the bonus himself
  • mkerr · 1 year ago
    By bringing the army to the battle in Drop Pods, I eliminate a lot of need for anti-tank. To claim objectives or eliminate my units, he's going to have to rely on massed shooting or close combat.

    I'll have 3 MM Combat Squads, 3 Power Fists, 2 Combi-meltas (and Meltabombs on my Vanguard Veterans) and the Ironclad to deal with enemy walkers. I'm not going to lose a lot of sleep over Monoliths and Landraiders; I'm much more worried about Orks, Tyranids and Daemons.
  • Xarius · 1 year ago
    looks good and is pretty much the same as what i'm goin for.
  • tzeentch · 1 year ago
    I'd consider adding more combimeltas to the Sternguard. I'd think at least half of them should have combimeltas. I might drop the power weapon for this, at least on one squad (the one with the librarian) - if they get in combat, Gate them away, come in using the locator beacons, and shoot again.

    And that's only 15 KPs, by my reckoning.
  • mkerr · 1 year ago
    You are correct, it's "only" 15KP (I originally had the VVs in a drop pod until I realized that Heroic Intervention requires jump packs -- which seems like a strange restriction...).
  • me oô · 1 year ago
    This is great. There are not many ways to get so much strenght out of the new codex. Just 1 Thing: Sternguard down to 7 man, 2 Power- weapons and 4 Combiweapons in. Then it's perfect.
  • rockdeity · 1 year ago
    Offhand, I would say give the libby the 5+ inv save power and attach him to one of the stern along with pedro, giving them inv saves. If you don't put them in the same squad, then maybe try to screen with the libby squad against no armor save fire. I'm also a really big fan of command squads with apothecaries.

    I don't really see anything with this list that is really "broken", at least not like your WH + vulkan army from the first entry. The extra hth attacks from pedro is pretty brutal but won't be of much use unless having your whole army within 12" of him works in the given mission type.

    I also agree about not having enough anti-tank. I know you may not *need* it, but if your enemy knows you don't have any, he is allowed a lot more freedom in outmaneuvering you if he brings tanks. Sometimes just having some lascanonns or missles at least can keep his tanks at arm's length enough to make them ignorable.
  • mkerr · 1 year ago
    Barring the Monolith's annoying ability, multimeltas are the new lascannons of 5th Edition.

    Want more broken? Pedro's ability works on any friendly model. Drop a Callidus Assassin within 12" of him (that gives her a base of 5 attacks, 6 on the charge). I'd love to have him in a fight with 3 DCAs! Grey Knight Terminators become much nastier if you put them down using locator beacons (they are still pricey, but those S6 power weapons are rough with a base of 4 attacks if you can keep them near Pedro). I've also been thinking about Daemonhosts and locator beacons...

    The nice thing about the Librarian's psychic powers is you'll be able to change them from week to week without making crazy changes to your list. I plan on giving them all a try, lol.

    I'm still not too worried about tanks or more maneauverable opponents. My past games with Drop Pods have generally put me exactly where I need to be on the board and the need for speed almost vanished at that point.
  • jonhho · 1 year ago
    just a couple of questions from a noob about sternguard:

    1- if i take combi-weapons, can i still use the hellfire rounds and dragonfire bolts ?

    2- i don't understand the Hellfire rounds (Strength X and poison 2+). what does it hit at and what does poison 2+ mean?

    thank for any help :)
  • rockdeity · 1 year ago
    it says it replaces bolter, bolt pistol, and heavy bolter rounds, iirc. Not sure about the heavy bolter part, but I know the first two are. That means that instead of firing a bolter round, which is the profile for combi-bolters that don't fire their alternate round, I believe, then you can opt to fire one of the other rounds instead. Unfortunately, the storm bolter is not listed.

    poison in this case just means it wounds on a 2+ regardless of toughness. They aren't poison, but it doesn't matter in this case as poison just means the towound can be rerolled if the toWound would have been better with strength against toughness. You can't get better than 2+ anyway, so no reroll.
  • Jake Nelson · 1 year ago
    Actually, special Issue ammo is strictly boltgun (including things that fire as a boltgun, ie combi-weapons) now. No bolt pistol, no heavy bolter. Specifically does work in a bike's twin-linked bolter, which is awesome/horrible, as a note.

    And poison actually allows a reroll if wielder's Strength >= victim's Toughness, nothing to do with whether the poison is better. Although, I just noticed, Poisoned is only covered under close combat weapons, and there's no rules about it in Shooting... the Sniper rule details how that works, but not "Poisoned" as a shooting weapon rule... but RAI, since the hellfire profile's Strength X, I'd assume the reroll doesn't apply (like Sniper doesn't grant one).
  • mkerr · 1 year ago
    Yes, it specifically says that combi-bolters can fire special issue ammo.
  • GoatboyBBMA aka Thomas · 1 year ago
    Drop the Vanguard. They are not worth the points, due to the fact you can just get boned as they come down for their "Heroics". Also a smart player will just set up a feeding zone for them, they can kill a small, worthless squad and then get gunned down in the process. You would be better off running whirlwinds or some other form of Heavy for the points used.

    I wrote up a list to look at messing with. 5 Pods with the Imperial Fist dude and a librarian with some sternguard in a crusader. Teleport power and Force Bubble to allow me to just be an annoying move around squad of doom. The Fist guy lets me reroll all my bolter shots with the sternguard, thus making the get hot rounds really deadly versus marines etc. But yeah that is the plan with my list. Need to tweak stuff and see what kind of Marines I can get ahold.
  • mkerr · 1 year ago
    Locator beacons on 3 drop pods gives you an incredibly large area to bring down the Vanguard Vets. I think it would be really tough for a player to keep a decent unit outside of 15" of any of my drop pods.

    It's at least worth trying, lol.

    Can't wait to see your list!
  • GoatboyBBMA aka Thomas · 1 year ago
    That is the thought. 3 Locator beacons on each troop, drop pod. Plus I have the Suburban of doom (Crusader with Lysander, Librarian, and 10 Stern Guard). Lots and lots of drive by shooting for sure. But yeah, I will show you the list on Thursday.

    The other thought is some Thunderfire cannons in drop pods for your list too. That could be pretty fun heh.
  • k2vsate · 1 year ago
    Is there any reason your sternguard aren't 10 man with 2ish combi melta's? That lets them deal well with anything when they arrive, combat squad for another 2 scoring units and gives the port librarian a tad more punch. Are you planning on using the pedro jump to move round your attack bonus? If so would you not benefit more from 2 squads of jump pack assault troops over the vanguard vets?
  • mkerr · 1 year ago
    I need room for the special characters to ride in the Drop Pods. If I reduce the size of the tactical squads, I lose their special weapon. I chose 8-man Sternguard because it gave me a lot more flexibility with deploying my ICs (and saved me a few points that I used elsewhere).

    I think the ability to charge on the turn they arrive make the Vets much more effective than standard assault marines. They feel a lot like my Blood Angels Honor Guard (which ware amazing on the field).

    No, I'm not planning on gating Pedro unless it becomes absolutely necessary.
  • rockdeity · 1 year ago
    I thought they were capacity 12 now. You can have 10 man *and* the heroes. Nice thing about 10 man in new dex will be putting them into combat squads after the drop.... in theory anyway :)
  • mkerr · 1 year ago
    Yup, you are right. I had forgotten about that. I wonder where the other two models sit....
  • CT · 1 year ago
    I guess you'll have to model a couple of hanging grips from the ceiling of your drop pods since it's standing room only...
  • k2vsate · 1 year ago
    Interesting I thought that one of the Pedro/Lib combo's great strengths was that it allowed you to set up 2 fronts and put the damage where you needed to have it on any given turn. Someone else has already commented on pods, but I think the ability to split the sternguard into 2 squads 1 with 2 combi meltas might be worthwhile. I still look at the new SM codex and see the undercosted units. I think that there will be some scarily solid lists built with the new scout transports as objective grabbers.
  • thoughtfoxx · 1 year ago
    uh.. how do the scout transports work as obj grabbers? They are FA choices not troops, unless I am missing something here. [objective contestors sure, grabbers? not really]
  • CT · 1 year ago
    Looking good. If possible, I might swap the Powerfists to the veteran squads since they only have combi-weapons. It may help spread your tank busting capabilities.

    Do you have some Crimson Fists or are you playing this as Relictors?
  • mkerr · 1 year ago
    It just tough to have a guy that can have up to 5 attacks without a power weapon....

    I'll be using my Relictors for this army (or my Ultramarines) -- I think I have enoug models in my Blood Angels army to do this one too.
  • Tim · 1 year ago
    I keep thinking that you are not very mobile once you are on the ground and run a big risk of being out of place from the get go. I understand dropping in where you need to be, however, I don't think you will be as accurate as you plan and only get two pods where you want them over the entire game. You'll be able to dropp three in the first turn but I think that you run into a a seriuos problem if you don't arrive from reserve or scatter away initially. I strikes me as peice-meal and behind the power curve so to speak. Locators will help but if you are out of place... I'm probibaly wrong, but the cooridination of the locators seems to be the link pin to the list.

    I plan on using Kantor in a landraider with chronos as an upgrade and three honor guard. I will use a bike captain so I may take bikes as troops and protect him with a command squad on bikes. The "feel no pain" and giving the captain a relic blade has me chomping at the bit to get into a fight on the table. I might even try dropping the honor guard and just mounting the command squad with Kantor an sending the captain with one full bike squad to juggle some things around.

    The relentless rule for bikes and the area effect of Kantor have me really leaning towards bikes as troops. I know someone is going to comment and say why not just play from the DA Codex. I like Dark angels, however, six bikes just does not cut it. I have played and played and they get lucky once in awhile, but moslty cost me more than my opponents. The command squads "medic" keeps a smaller unit alive longer and with the addition of the captain, all of which cannot be done with DA's, seems to be the way to go for me. I'll let you know when I worlk it all out and play it a couple of times.

    I am going to use some other units but I thin that keeping Kantor close to the captain and the command squad will really make for a hard hitting combination.

    later,

    Tim
  • Brother_Marius · 1 year ago
    You might want to consider putting your Vanguard in a drop pod instead, and then upgrade the Sgt with a Storm shield and power fist, it ends up a bit cheaper (like another Sternguard model cheaper ) And adds a bit more punch to them. Down side, you do lose an attack off the sarde, but I think the 2 power fist attacks might make up for it vs the really high toughness stuff. ANd it throws in another pod with a storm bolter that will probably be ignored until it drops some passing fellow :)
  • mkerr · 1 year ago
    The bigger problem is losing the charge on the turn they arrive. Heroic Intervention only works if they Deep Strike using their Jump Packs.
  • Brother_Marius · 1 year ago
    GAH I missed that... thanks... ouch... yeah there's almost no point to them without that rule, else you could just tool up a command squad and footslog with em AND they'd have Feel no pain
  • Brother_Marius · 1 year ago
    For my own Vanguard squad, I'm sticking them in a drop pod or a Landraider, depending on the game/reason I'm making the list. My dream team is Upgraded sgt to powerfist/storm shield, 5 power weapons, 4 storm shield and a couple plasma pistols in a ten man squad. It comes in at a fat 415, but the amount of damage that unit could do would make a tyranid player blush. The only bad side is they might end up dropping at an inopportune time if you don't first turn em. Especially against say a gun line army, Granted, my 2k list has two Landraiders and a Vindicator in it, so they'll be a bit more worried about them with any luck :D
  • KINGS · 1 year ago
    I am going to roll a unit of Sternguard (Deathwatch) in a Drop Dop.
    Sternguard*10
    power fist, heavy flamer*2, combi-meltas*2

    If or when I take Cantor the second 10man unit will be static with a pair of heavy bolters.

    The reason I think you should take HF is because you have Gate of Infinity and the Avenger on the Librarian. Imagion deepstriking in and hitting a unit with three templates!!! Yeikes.

    ~kings
  • k2vsate · 1 year ago
    But you lose the SG advantage which is their ammo. Really you want to stack combi weapons so that you get flexibility, if you go combi flamers you only get to do your trick once but don't lose anything against meq or what ever you are shooting at.
  • KINGS · 1 year ago
    I would much rather get 8 auto hits @ S5 than 4 getz hot bolter rounds. Talk about flexible you will hose hordes.

    ~kings
  • Herald of Nurgle · 1 year ago
    The current list i'm buying is the Fists as well:
    NO LIMIT DECLARED (2500 plus?)
    Kantor, 5 Honour Guard inc Chapter Banner and Relic Blade (Hammer) Champion
    Master of the Forge (fortifies the cover around objective, or where the scouts may deploy in Dawn of War)

    10 Sternguard with Heavy Bolter, Flamer, and Sergeant with Powerfist
    10 Sternguard with Heavy Bolter, Flamer, and Sergeant with Powerweapon, Plasma Pistol
    5 Assault Terminators

    10 Tactical Marines with Missile Launcher, Flamer
    10 Tactical Marines with Missile Launcher, Flamer
    10 Scouts with Sniper Rifles, and Camo Cloaks

    6 Bikers with Attack Bike
    2 Land Speeders


    This was made before I was at the highly disappointing Games Day UK 2008
  • KINGS · 1 year ago
    Knock that scout squad into two units.

    10pts more but then you benifit from the sarg's WS4 and BS4 in both units. NTM an extra attack (and Ld? not sure).

    I dont think that scout special character special rule that says if you dont shoot with him someone else gets BS6. Who would you ever give BS6 to in the unit and what are they shooting at?
    Sniper Rifle- his bolter is better, and more shots if you shoot both him and the sniper
    Heavy Bolter- what are you shooting at that you need to hit with BS6? Might as well shoot HB and his bolter.
    Missile Launcher- very expensive anti-tank unit. There are much cheaper ways of killing armor.
  • Matthew_Rider · 1 year ago
    how was games day uk highly disappointing?

    i was there and i loved it (it was my first games day though)
  • faultie · 1 year ago
    I really like that +1A rule, and if it effects all friendly units, then you might see about Daemonhosts added in there or even Arcoflags (charge with d6+2A S4, ignore armour), although only the Daemonhosts could deepstrike. Sisters Repentia might not be an awful idea either, especially with an attached Priest (you can attach Priests to SR, right?) That's a whole lot of Eviscerators.

    I'm interested in seeing how this shapes up.
  • saphius · 1 year ago
    Just jumped in, didn't read the whole thread but I did run a list simmilar to this. Can't remember the points and didn't write it down, and can't remember small details, but was kinda like this...

    Pedro
    Master of The Forge

    10 Sniper scouts in camo cloaks with HB. - Just wanna try the new rounds.
    5 Scouts with CC loadout.
    Scout Land Speeder Storm. (Correct name right?)

    10 Sterguard W/ HF and 5 Combi Melta and 4 Combi Flamer. (Overkill but just to fun not to try... But then again overkill is just dependable in my book?...)
    Pod with Locator Beacon.

    8 Vanguard I think, with an upgrade or two. (Relic blade for sure)

    Ironclad W/ HF in a pod With Locator beacon
    Ironclad W/ HF in a pod With Locator beacon
    Ironclad W/ HF in a pod
    Ironclad W/ HF in a pod

    Some Scout bikes

    Has 4 scoring. (Not really high but I play wolves mostly and it's quite effective, or at least to my playstyle.) Packs a punch with all those dreads. That a lot of AV 13 to deal with. Lots of vehicle killing power, massive amount of flamers. Pedro and the MoTF Drop in with the Sternguard and spilt up if they combat squad. Also providing your most expensive unit with Good close combat support. And the Vanguard can drop in to help out whoever. The Landspeeder is very versitile helping where needed, and using its disruption thing (Name of it?)... to even negate your own beacons if you feel the need. And the scout bikes are another good solid mobile unit, Also laying down mines before the game so when you drop in more are out of cover. And you use the MoTF to Reinforce the Terrain piece that your 10 sniper scouts start in giving them a 2+ cover save.
  • Herald of Nurgle · 1 year ago
    Ironclads and normal Dreads are completely different entries I thought. Forge allows the normal Dreads as Heavy - not Venerable or Ironclad
    Vanguard are Fast Attack anyway
    Nice choice on the Sternguard =)
  • xica · 1 year ago
    The master of the forge's special rule allows all types of dreadnoughts to be taken into either elite or heavy support.
  • Tim · 1 year ago
    Here is my list that I am going to try:

    Pedro Kantor

    SM Captain
    - Bike
    - Relic Blade
    - Articifer Armour

    Command Squad

    Sternguard
    - +5 Veterans
    -+2 Multi-melta’s

    Bike Squad #1
    -+5 bikes
    -+2 Plasma-guns
    - Sergeant Powerfist
    - Sergeant melta-bombs
    - Attack Bike w/multi-melta

    Bike Squad #2
    -+5 bikes
    -+2 Plasma-guns
    - Sergeant Powerfist
    - Sergeant melta-bombs
    - Attack Bike w/multi-melta

    Bike Squad #3
    -+5 bikes
    -+2 Plasma-guns
    - Sergeant Plasma-pistol
    - Attack Bike

    Vindicator #1
    - Brother-Sergeant Chronos
    - Seige shield

    Vindicator #2
    - Seige shield

    I plan on Kantor and the Command Squad to join together and support the Sternguard for close objectives and join the Captain with the third bike squad to support the first to bike squads going after far objectives. Brother-Sergeant Chronos will go wherever he is needed along with the second vindicator.
  • Sooch · 1 year ago
    HQ

    Pedro Kantor 175pts

    Librarian 100pts

    Troops

    5 Tactical Marines 130pts
    -Powerfist
    -Plasma Pistol
    Drop Pod 65pts
    -Beacon
    -DW Launcher

    5 Tactical Marines 130pts
    -Powerfist
    -Plasma Pistol
    Drop Pod 45pts
    -Beacon

    Elites

    10 Sternguard 280pts
    -Power Weapon
    -2 Combi-meltas
    -1 Combi-flamer

    10 Sternguard 275pts
    -Power Weapon
    -1 Combi-melta
    -1 Combi-flamer

    Heavy Support

    5 Devastators 150pts
    -4 missiles

    5 Devastators 150pts
    -4 missiles

    1500pts

    That's my attempt at breaking the new SM codex. Librarian bounces around with a unit of vets and pedro.
  • Tim · 1 year ago
    Try bumping up your list to 1750 (most tournements) or 2000 pts (nice round number for one evening).

    I think you can squeeze in some good stuff even with another 250 points like some speeders or "beefing" up you tactical squads.

    later, Tim
  • Sooch · 1 year ago
    In Canada we play 1500 tournaments.
  • Tim · 1 year ago
    I did not know that... makes perfect sense to make 1500 point lists.

    Have you considered taking Lysander instead of Kantor with your sternguard? Since he has bolter drill as a tactic and the sternguard can take combi-plasma it might be even better to gate a unit with Lysander, the sternguard and the Librarian.

    I know this may completely change your army but re-rolling "ones" on the comb-weapons can be great when you only get one chance with them.

    later, Tim
  • Mkvenner42 · 1 year ago
    Actually to be honest Lysander and Kantor in a Pod with 9 Sternguard is pretty nasty as Kantor has a nifty Strom Bolter as well but the real treat is Lysander Twin-linking all the bolters in that squad so all that nasty ammo can stick on your targets. Now it can get fairly expensive but if you do a drop army it will take considerably less casualties as you drop in the tact squads around the enemy and sternguard on enemy objectives as they count as scoring becuase of Kantor and can split squads when they hit the ground which can allow multi tasking. I think it is a good concept but i have to figure out a few kinks.
  • Tim · 1 year ago
    You are correct... I meant the special ammo instead of the combi-weapons. Very effective.

    How do you feel about drop pods?

    later, Tim
  • Sooch · 1 year ago
    Honestly I think that drop pods are good, used in moderation. All drop-pod armies are like daemons, in that your opponents get to take them apart piecemeal and once they're on the table they really don't have much mobility.
  • Smurfy · 1 year ago
    And with that we get -

    HQ: Pedro Kantor -175-
    HQ: Darnath Lysander -200-

    EL: 10 Sternguard - 4 Combi-Meltas, Power Fist -295-
    *Transport: Drop Pod -35-*
    EL: 10 Sternguard - 4 Combi-Meltas, Power Fist -295-
    *Transport: Drop Pod - Locator Beacon -50-*

    TR: 10 Tactical Marines - Meltagun, Missile Launcher -175-
    *Transport: Drop Pod -35-*
    TR: 10 Tactical Marines - Meltagun, Missile Launcher -175-
    *Transport: Drop Pod - Locator Beacon -50-*
    TR: 5 Scouts - Sniper Rifles & Camo Cloaks, Sgt - Meltabombs -95-

    FST: Attack Bike - Multi-Melta -50-
    FST: Attack Bike - Multi-Melta -50-

    HVY: 5 Devastator Marines - 4 Heavy Bolters -150-
    HVY: Whirlwind -85-
    HVY: Whirlwind -85-

    2k
  • JohnOSpencer · 1 year ago
    Hopefully all tournaments will start going up as 5th edition plays pretty fast. I found that the 2500 'ArdBoyz lists played in about 2 hours.
  • jonhho · 1 year ago
    a lot of people are saying they are using combi-flamers with the Stern G's.

    were does one get such a thing? or do you just have to convert one?


    thanks
  • thoughtfoxx · 1 year ago
    I converted one some time ago - its pretty easy. I'll post a pic for you when I stop travelling for a while :(
  • Xarius · 1 year ago
    have to mention this, scruff what was dissappointing about GamesDay?

    also i have found after 3 weeks of constant playtesting, if using drop pods dont do it it half measures. A bare minimum of 3 and by that i mean bare, all with deathwinds and locators for the vanguard. I was playing necrons and got mine by turn 2 all in a line against his battleline. turn 1 out come 2 10 man squads of sternguard with combi flamers and decimagte them. turn 2 they pump out some disciplined vengence rounds and some tacticals come on and help. Turn 3 vanguard come down and anhialate the remaining 27 man squad with lord (damn we'll be back rules) with 24 power weapon, 16 normal and 3 relic weapon attacks!

    also dont underestimate sternguard in combat, against non-devoted combat units like banshees they can really hold their own. even then my 8 man squad took out 5 chaos termies and a wound off the lord before going down HAHA!
  • Tim · 1 year ago
    Sounds like it has been good fun, and encouraging, playtesting the new marines.

    Have you tried Telion or Chronos? I was sick and had to cancel my game day and haven't the chance to try Chronos out yet.

    later,

    Tim
  • CT · 1 year ago
    If two unique characters are chosen, when does the player decide which chapter tactic takes precedence (i.e. if Shrike and Khan are in the same army when would I decide if I want fleet or outflank)?

    This could make a huge difference especially if you're playing in a tournament setting.
  • CT · 1 year ago
    Here's my 2000pt take on breaking Pedro:

    HQ
    Pedro Kantor - 175 pts
    Kor'sarro Khan on Moondrakkan- 205 pts

    Troops - 1020pts total
    6 Space Marine Bike Squads with Multi-Melta Attack Bike and 2 Plasma Guns - 170pts ea.
    (should count as 5 man squads according to breakdown of combat squads)

    Fast Attack - 570pts total
    3 Assault Squads in Drop Pods - 190pts ea.

    Basic thought is to drop the pods with Pedro on open objectives. Then outflank with the bikes aiming for armoured targets and later reinforce the assault squads. This list still has about 30pts of wiggle room and I may back down a few of the plasma guns for flamers.

    I really wanted to add some Grey Knights to this list but they didin't work with the outflanking bike concept. I'm still crunching the numbers, but I'd like to build an allied Grey Knights variation with two full-strength troops and one deep-striking fast attack. Including Pedro, a Gate of Infinity Librarian, and a Land Raider the list is nearing 1400pts. I think there is some real potential to be worked out there; especially with 2500pts.
  • anjinson · 1 year ago
    Here is 1750 point army i came up with...6 scoring units thanks to Pedro and either attacj Pedro and Kayvaan to the Vanguards or use teh Vanguards HI power...Tactical squads and Thunderfiure sit ina 3+ cover save ruin...use combat squads as needed/desired


    Kayvaan Shrike 195

    Pedro Cantor 175

    Tactical 90
    5 added marines 80
    Plasmagun 10
    Lascannon 10
    Srgt Stormbolter 10
    Total 200

    Tactical 90
    5 added marines 80
    Plasmagun 10
    Lascannon 10
    Srgt Stormbolter 10
    Total 200

    Sternguard Veterans 125
    Add 5 Veterans 125
    8 Combi-Bolter Melta 40
    2 Lascannon 30
    Total 320

    Vanguard Veterans 125
    Add 5 Veterans 100
    3 power weapons 45
    3 Powerfists 75
    Srgt Relic Blade 15
    Jump packs 100
    Total 460

    Thunderfire Cannon 100

    Thunderfire Cannon 100
  • Ominous Anonymous · 1 year ago
    Used a similar list in a 1250 game a few days ago. My word that was such a fun game, and you can't really express in words how awesome it is to drop a whole tactical squad behind some guy's devestator's and let them rapid fire.