So, where to start? With our rules and bounds of FOC first. We're opening the league at 500 points, and playing up another 500 each month until 2000 or so. No formations are allowed for the first two months, and at this point, we seem to be playing one codex only. From there, we're instituting something pretty significant at 500 points: partial kill team FOC restrictions. This means no 2+ saves, no models with more than 3 wounds, no reserves, and no vehicles with combined av 33 or higher (front, one side, and rear).
This, in turn, means it was time to bring out my 'standard' 500 point list. If you know me personally, and or have played a demo game with me before, you've likely seen the list. It's designed to introduce people to a number of different little elements of the game.
Chapter Tactics: Raven Guard or Ultramarines
ML2 Librarian w/ force sword, jump pack
5 sniper scouts w/ camo cloaks
5 tactical marines w/ meltagun in a rhino
10 assault marines w/ jump packs, lightning claw veteran sergeant
In there, you've got different units that do different things differently in every phase of the game, from pre-deployment, deployment, and then every part of the turn through the assault phase. The point isn't to win, but to show folks the possibilities and options where game flow is involved. I've played different starter lists for different people at different points, but for new players, or those who don't make a specific request as to what they'd like to see played from space marines, it's very general. From a personal standpoint, it's fun enough to play, as the assault marines are typically charging on turn two or three, and the tactical marines are joining them in the fray by turn three or four. But for readers of Honor the Codex, you know I'm not typically too fond of assault marines, and tend to view marines as a shooting army first and foremost.
Nevertheless, again, the army starts rolling dice pre-deployment, generating psychic powers and showcasing the flexibility of a librarian. I tend to roll on Biomancy, because it's more fair and fun than rolling something meta or safe like Telepathy or Divination, and it encourages me to play aggressive and try different things than what I normally would. With the introduction of the Skyhammer, and assault marines being called 'viable' as a result, it serves that I should familiarize myself with a unit which is not dissimilar from how I use my scarabs in my Necron list. I shouldn't necessarily expect them to win combat alone, but they should be quick enough to meet my enemy's more potent shooting threats and tie them down until I can deal with more pressing threats, and either win combat through attrition, or have another unit come in and actively help dig them out, like an ironclad.
Not this kind of bloat! |
I've got your combat resolution, right here! |
To that end, I'll be experimenting with where the magic tipping point lies between wasting points to try to draw blood from a stone (usefulness out of a tax) versus cutting my losses and just putting those necessary evils on the table and resigning them to uselessness. Specifically, I'll be experimenting with returning some power fist veteran sergeants to service, because, truth be told, my marines are finding that they have to get their hands dirty quite a bit anymore. Wish me luck.
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