Sunday, May 30, 2010

What the future holds...

Tomorrow should be a lot of fun.  The army list I'll be using won't be the army list I'd like to use, but I'm still limited by the models I have.  I still have a few more purchases to make.  Seems like there are always a few more purchases to make :).  I may not actually play tomorrow.  I learn more watching.  When I'm playing I always feel the need to 'keep the game moving'.  If I'm not in the game, I can take a gander at any rules that I might be unfamiliar with.  We'll see.  I do enjoy the games as well.

I've been imagining how the game(s) might go tomorrow and I've been looking up rules I'm anticipating will be used, like the rules for sniper rifles and such (we've already got that rule sorted out, though). 

Anyway, I think I have the backbone of the army I would like to play in the future, and it's the army I'll be building/am working on currently.  It starts off with...

1 x Captain with storm bolter, relic blade, and artificer armor.  I got this setup from Pit of the Oni and his reasoning is sound to me.  I couldn't see a better setup, really.
3 x Tactical Squads, each with a missile launcher and plasma gun and a rhino as transport.  Now, I know plasma guns aren't too popular.  Nobody wants a weapon that could explode their face.  Here's why I like them:  They have a range of 24" and can rapid fire just like boltguns, which means that when the squad is hoofing it toward an objective or just across the board in general 9 out of 10 marines will be able to fire at the same range as opposed to only 8, as would be the case if the chosen special weapon was a meltagun or a flamer (unless their target is at 12", in which case they wouldn't be moving at all).  Overall, adding a plasma gun increases the units chances of inflicting wounds on an enemy unit (above the expected 1 enemy casualty per round of fire).  And really, there's only a 16.67% chance per shot that the gun will Get Hot!  It's also nice to have a weapon in the unit that can deal with heavier armored units (S7/AP2) while they are still at range.  For 10 points, I think it's worth the risk.
1 x 5-man Scout Squad with sniper rifles and a missile launcher.  My plan is pretty much to set this unit somewhere to pick off whatever they can.  It's a cheap unit for the potential damage.
1 x 5-man Scout Squad with boltguns and a heavy bolter.  I want to figure out if this unit is worth it.  Thus far, my heavy bolter hasn't done more than pick off a unit here and there.  I also like the unit look.
1 x MkIV Dreadnought with plasma cannon and missile launcher.

This is just the start.  I plan on adding at least one more dread, but I'm not sure how I'm going to set him up.  I'm thinking about autocannons.  I'm also thinking about adding a couple of ironclad dreadnoughts and either whirlwinds or vindicators.  I like the hard look of this army.  I'm also giving some thought to the thunderfire cannons.  No devastators, though.

That's it for now.

Sean

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