Post by thesanityassassin on Oct 9, 2012 21:09:22 GMT -5
Ok, I'll preface this by saying that I'm still pretty unfamiliar with 6th. Only read the book through a couple of times, and haven't played it yet, so I'm mostly just flying by the seat of my pants.
Anyway, the general idea depending on mission is to do a basic hammer-anvil idea with the big blob of guard sticking and holding locations while the faster scars elements zip about and either counter attack or isolate enemy units and tear them up. I know the big HQ unit with Khan isn't what it was in 5th, but I still want to give it a try...despite not being able to assault out of reserves, it will still have a ton of mobility and hitting power.
The guard command squads will be equipped with Sniper Rifles to try and pull off some lucky drops of opposing sergeants or special weapons that would threaten the bikes...not 100% sold on that idea, I could just toss a ton of plasma in depending on points, but I liked the longer range and cheap cost of the rifles. Plus, pinning has ever been part of my strategy, and I'm loathe to let it go.
Anyway,
White Scars:
HQ: Kor'sarro on Moondrakken
Command Squad
-Champ, 3 x Storm Shield, 2 x Power Lance, 1 x Fist
Troops:
8 x Bikes, 2 Plasma Guns, Sergeant with Power Fist
Attack bike with Multi-Melta
8 x Bikes, 2 Plasma Guns, Sergeant with Power Fist
Attack Bike with Multi-Melta
Imperial Guard:
HQ:
Company Command
Vox, 3 x Sniper, Astropath, Carapace
Troops:
Platoon Command:
Vox, 3 x Sniper
5 x Infantry Squad, Power Weapon, Vox, Lascannon
2 x Commissar, Power Weapon
This leaves me with 135 points to spend. Not entirely sure what to do with them, so any suggestions would be welcome. Possibly a Vindicator or a pair of bare bones Predators? Marine Scouts? More Guard things? I'm somewhat lost as to what to do with the two armies together...I do have a full Scars list, but I thought I would play around with the ally rules give that I can...
Anyway, the general idea depending on mission is to do a basic hammer-anvil idea with the big blob of guard sticking and holding locations while the faster scars elements zip about and either counter attack or isolate enemy units and tear them up. I know the big HQ unit with Khan isn't what it was in 5th, but I still want to give it a try...despite not being able to assault out of reserves, it will still have a ton of mobility and hitting power.
The guard command squads will be equipped with Sniper Rifles to try and pull off some lucky drops of opposing sergeants or special weapons that would threaten the bikes...not 100% sold on that idea, I could just toss a ton of plasma in depending on points, but I liked the longer range and cheap cost of the rifles. Plus, pinning has ever been part of my strategy, and I'm loathe to let it go.
Anyway,
White Scars:
HQ: Kor'sarro on Moondrakken
Command Squad
-Champ, 3 x Storm Shield, 2 x Power Lance, 1 x Fist
Troops:
8 x Bikes, 2 Plasma Guns, Sergeant with Power Fist
Attack bike with Multi-Melta
8 x Bikes, 2 Plasma Guns, Sergeant with Power Fist
Attack Bike with Multi-Melta
Imperial Guard:
HQ:
Company Command
Vox, 3 x Sniper, Astropath, Carapace
Troops:
Platoon Command:
Vox, 3 x Sniper
5 x Infantry Squad, Power Weapon, Vox, Lascannon
2 x Commissar, Power Weapon
This leaves me with 135 points to spend. Not entirely sure what to do with them, so any suggestions would be welcome. Possibly a Vindicator or a pair of bare bones Predators? Marine Scouts? More Guard things? I'm somewhat lost as to what to do with the two armies together...I do have a full Scars list, but I thought I would play around with the ally rules give that I can...