Friday, November 27, 2009

Current Coast Assault Army in Detail

HQ

Captain - I feel space marines are rather limited in HQ choice. For my play style most of the time named characters are not worth their points. Each basic style of HQ is 100 points. Captains are a little over priced as most of the time there is a character for the same cost that preforms better.
If you want a captain with a power weapon or power fist, then run a Chaplain, If you have a gun line then a Master of the Forge is better. Drop pods? Then run a Librarian. The only reasons to run a captain are 1) their ability to take bikes as troops, 2) Relic Blades. This captain will be placed with a counter charge unit.

- Relic blade - Str 6 at normal init is amazing. This is by far my favorite CCW in the marine arsenal.
- Storm Shield - Origonally slated as a storm bolter I decided to swap the shooting for more survivability. When paired with a relic blade this captain becomes a great CC asset.

TROOPS
Tactical Squad 1 - I love Tactical Squads. They have an answer to any problem and are flexible enough to always be useful on the battle field. not just their heavy and special weapons but also with waves of bolter fire. Even assaults and krak grenades can turn the tide of battle. The best unit is one that is never useless and Tac Marines are the epitome of this.

Power Fist - A little over rated. Str 8 is nice but its to slow against most infantry. As for vehicles you have krak grenades any way. However it is still the best CC boost available to Tactical Marine Sgts.
Melta Gun - These are great str 8, Assault and melta. Bang for buck they can't be beat. However they do lack range and the second shot from plasma guns is never a bad thing.
Multi Melta - Arguably the best free heavy weapon that Tactical Squads can take. Their range can be limiting but you can't argue with their defensive capabilities

Rhino - People are always talking rubbish about the humble rhino, saying you should take a razor back instead. Most of the time they are right however the ability to fire out the top hatch is sometimes to good to pass up and occasionally you do need to move 10 guys around.

-2nd Storm Bolter - The ability to move 6" fire 2 storm bolters and 2 bolt guns from the hatch is priceless. 6-8 bolt shots or even just 2 storm bolters to back up disembarking marines. It turns the rhino from a rolling coffin into something that can actually kill something occasionally.

Tactical Squad 2
- Melta Gun
- Multi Melta

Rhino
- 2nd Storm Bolter

Tactical Squad 3
- Plasma Gun - I love plasma. With an expected 12-15 MEQ armies including at least one Grey Knight Army and 1 Plague Marine Army these will be invaluable. Plasma guns are never useless. They can take out marines, terminators, even light vehicles, hell I've shot down everything from hive tyrants to Valkyrie to Scouts with them.
- Plasma Cannon - I wish I could fit more but I just can't justify them. The plasma cannon is in response to the Plague marine list I know is coming in adition to the many MEQ and several terminator based armies that will be there.

Razor Back - Not my usual choice but I decided to try one out. It seems to suit y gun line approach.
- Storm Bolter - following the theme of squeeze in as many shots as possible.

Tactical Squad 4
- Plasma Gun
- Las Cannon - I see las cannons as more suitable on dreads and devestator squads however I needed a troop choice and some long range anti tank.

ELITES
Dreadnought - Dreadnoughts are my favorite marine unit. I don't feel a marine list is complete with out at least one. either having a mobile gun platform or as a fearsome assault unit once again this never a useless option.
- 2 x twin-linked auto-cannon - I put this in to help against Monstrous Creatures. 4 str 7 hits can't be a bad thing. Originally I was going to try a dreadnought with an assault canon but decided the 48" range and twin linked would be better.

Dreadnought
- Twin Linked Las Cannon - This is a great weapon. However a little weak on its own
- Missile Launcher -This compliments the las cannon exceptionally well. It just gives that little extra punch that makes sure that round of shooting is wasted.

HEAVY SUPPORT
Thunder Fire Cannon - This is fast becoming a unit I never leave home without. With a good field of fire this is can turn the tide of battle. This is generally for horde control but does surprisingly well against almost anything.

Predator - I am using configuration as more MC and anti horde power. Although a whirlwind or vindicator do generally have more power they still only generate 1 shot and don't really suit were I'm going with this list.
- Heavy Bolters Sponsons
- Storm Bolter


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