So, why MSU? I've been grappling with and struggling with my marines feeling like they lack 'oomph' for some time now. I've found various degrees of success from drop pods and combat squads, but it's usually felt like no small amount of that hinged on getting lucky with a few snapped multi-melta shots, or just inequality in matchup at times. Past that, I've had a pervasive hate for the so-called 'bolter tax' I feel increasingly plagues marines in the current meta. As I play my Necrons more, I like the feeling of not having to roll a boat of dice that feel like they don't matter, either because I'm wasting that (expensive) special weapon by shooting my boltguns, or vice versa.
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Now before I tear into the lists directly, there's a few things to note. The first is that both of these lists, as indirectly stated above are built on Ultra tactics. I'll almost always regard these as the strongest tactics for the 'shock drop' army, unless you've got an event or something that allows for FW, wherein I'd make a very strong case for Star Phantoms. Getting to twin-link the whole army for a single game turn might be more back-breaking than having to split the twin link on various units across several turns, especially when mated to the ability to reroll your reserve rolls of 1. Similarly, there's going to be a certain amount of 'season to taste' here with these lists, as they feature varying degrees of personal flair and fluff in their construction, meaning I'd strongly suggest applying your own experiences to each.
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Nevertheless, writing it (as well as the three hammer list) was an effective means for me to gauge where my tastes fall in relation to it, setting me up to draft my Skyhammer based list. What's going to define my thoughts or hopes for such a list? For starters, I fully intend to include a Librarius composed of Tigurius and two ML2 guys. This, to me, serves multiple functions. First, there's the ability to bring multiple psykers - fluff I like to play to. Second, it allows for me to dial the 'competition factor' up or down for the list once I sit down. The ability to flex how much I need to gun for invisibility relative to other powers, mated to combat doctrine, should allow me a staggering amount of choice and control from one match to the next. Second, I want to bring dreadnought(s). I've really come to love my dual armed dreads since I've picked up a few dreadnought drop pods, and the combination of armor saturation and (now four attack base) brutality is stellar. Finally, when it comes to hammer time proper, I shall not ignore the grav bomb, but neither shall I forget my melta-toting roots. Each of these devastator squads have a very significant and important role. Finally, there's the principal rule for this article. I will not spend more than is necessary upon my bolter tax.
To that end, the list shakes out at a captain with artificer and thunder hammer, a drop pod with honor guard (where our captain and librarius will hang out), an ironclad in a dread pod, three tactical squads with meltaguns, the aforementioned librarius of Tiggy and two ML2 librarians, and a skyhammer of two barebones five man assault squads, with one devastator squad each of grav cannons and multi-meltas. Three pods and the skyhammer first turn, with the remaining two as a chaser. Hits hard and forces multiple threats from the very get go. Anything that stays tied up by an assault squad will easily be dispatched by the power weapons of the guard, or the mighty fists of the ironclad.
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