Contrary to popular belief, we will not be starting with Chapter Tactics. No no. We start with your first compulsory model: your warlord. If we remember back, the Chapter Master was far and away the best HQ option available to us. That said, we will start this list with a Captain. Why the Captain? Without knowing if we're going to have the points to bring a Chaplain or Librarian which would unlock a Command Squad, let alone knowing if we'll have the points to pay the Chapter Master tax, the Captain is the safest bet. He's nearly as durable as the Chapter Master, saves us points by not bringing an orbital bombardment (a wasted extra if we don't ride a bike anyway), and unlocks the option to bring his own special weapons laden Command Squad.Circling back around to that pair of tactical squads, we need to figure out how they're going to get there. Are we coming screaming in from space in a Drop Pod? It makes the notion of bringing a flamer or combi-flamer much more tempting, and therefore makes Salamanders an attractive option. Perhaps driving along in a Rhino, toting a Meltagun, Plasma Gun, or Grav-Gun? This is probably the most flexible option. It doesn't mandate forsaking our heavy weapon, nor does it demand taking one. Likewise, it leaves us the choice to combat squad or not based on opponent or mission. Finally, there's the option of a Razorback. Though the weakest option in terms of flexibility, as it does very strongly encourage bringing a heavy weapon and Combat Squadding, it does add firepower for a not unreasonable bump in cost.
Realistically speaking, this means that we still have our options open in terms of playing Imperial Fists, Iron Hands, Ultramarines, and Raven Guard. As stated, Salamanders want Drop Pods (or promethium pipelines) and assuming that you're looking to start an army, we shouldn't necessarily hem ourselves into that option. Rhinos are by far the most forgiving and flexible starting point for the army. As a rule of thumb, this squad will usually run about 200 points, give or take a meltabomb. Realistically, especially for rhino squads, I would almost always suggest taking a heavy weapon before taking a combi-weapon. Even when snap firing, you can expect at least one hit out of the heavy over six game turns, and as soon as your squad bunkers up, you'll notice that number surge. So, remember, heavy > combi.
And here is one time where I'll side with Son of Horus. Take the heavy bolter. Especially if you're intending to go Imperial Fists. You'll grab a hit every other turn if you're snap firing, and for the meager points cost, it really does work with the rest of the squad in terms of wanting to usually not fire at vehicle targets. If you chose a Razorback, the Missile Launcher or Lascannon is easier to justify, as there will be fewer "wasted" bolter shots. Now, as many of you may well recall, I said that the hallmark of a marine unit is being able to handle anything. How should we do that then? Well, first and foremost, you're going to have to make a pretty compelling pitch as to why we shouldn't be taking a Plasma Gun. It does anything and lets us keep our distance. If we have Drop Pods and/or Vulkan, then we can talk melta, but otherwise, we want to keep our distance, and plasma does this better than any other option. It's better against most light and medium armor than the Grav-Gun, and has better range too.
We've got two tactical squads, now where do we go? Well, now is where we see the road fork. The Scars, Templar, and Salamanders have all been touched on, and the first branches can be seen in troop organization above. Otherwise, we've still got a lot of options. If we're looking to add in assault squads to use as tar pits, assault screens/bubble wrap, or clean up crews, Ultramarines and Raven Guard will warrant a look. In fact, in certain circumstances Raven Guard will prove more potent than the Ultras (now there's a scary admission). If you brought Razorbacks, your combat squads get a free scout move, mated with stealth to help dig themselves into position (compare to Devastate), while your Razors scout up to force some early pressure and screen for your assault marines. If you chose to go the Ultramarine route, you really will want to consult a Devastator Squad. In order to get the most out of your Tactics, it's not really negotiable. The turn to re-position if you've rebuffed the foe, or to flee if they encroach is not something to take lightly.
There's something hinted at above but it warrants expanding. Our Chapter Tactics is the most crucial piece of synergy to consider with our list. Most of the "Great" options are going to be great regardless of whatever Tactic we might opt for. But our choice of Tactic will strongly effect the 30-50 power armored dudes that we'll be bringing. Yes, our tanks are important, but they're neither scoring nor denial units and though their firepower is an asset, they will not win us the game. This is why knowing your matchups and playstyle is so important and why your choice of Tactic can make or break the points you sink into over a third of your list. If you either don't care about your choice of Tactics (beyond Iron Hands) or simply wish to drown your foe in AV, do exactly that and find the best vehicular options in each slot. It will make for a harder list to win with as the more you saturate non-Rhino chassis, the more your opponent will find a better return on the investment of his firepower by hitting those soft targets. Including 20-30 infantry models other than your scoring choices is highly encouraged.
As far as our other HQ slot, you can bring a Librarian (it's like adding another Plasma Gun or Heavy Flamer to your Sternguard or Command Squad), a MotF (hard to justify, but if you need 2-3 techmarines running around, it's an option), or Chaplain (Hatred does a lot to help make those assault units work, and he's somewhat respectable in a challenge). None of these are entirely exciting, but if you've only got the points for them, you're probably not looking hard enough or adequately managing the rest of your slots effectively. Making a conscious choice for a second HQ is allowed, but it needs to be purposeful and deliberate.

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