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Author Topic: 2000pnt shooty/infiltrating army and its strategy  (Read 301 times)

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Offline terminatorAM

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2000pnt shooty/infiltrating army and its strategy
« on: February 12, 2008, 04:08:56 AM »
HQ

Brother Captain Artimis
   Pair of lightning claws, iron halo, terminator honours, boinics, infiltrate     (153)
                              
Elites

Terminator Squad
   5 terminators, x2 assault cannons            (240)

Dreadnought ""
   Extra armour,                            (110)


Troops

Tactical Squad I "The Silent Stalkers"
   10 marines, flamer, infiltrate, veteran sergent w/powerfist         (216)
                     
Tactical Squad II "Hunter's Teeth"
   6 marines, lascannon, plasmagun, infiltrate               (133)

Tactical Squad III "Hell Cats"
   5 marines, heavy bolter, infiltrate                  (95)                                 

Tactical Squad IV ""
   5 marines, missile launcher, plasma gun, infiltrate            (110)

Tactical Squad V ""
   5 marines, plasmagun, plasma cannon, infiltrate               (120)
                                                                   
                               
Fast Attack

Assault Squad VII "Talons"
   10 marines, x2 plasma pistols, veteran sergent w/ powerfist         (260)

Landspeeder Typhoon
                                 (70)


Heavy Support

Devastator Squad IX "Smoking Aces" 
   8 marines, x4 missile launchers, infiltrate               (224)
      
Vindicator ""
   Extra armour, smoke launchers                     (133)

Vindicator ""
   Extra armour, smoke launchers                     (133)   


                              Total   1997

                                 55/4   

Strategy

Set up/work as three groups

1)Vindicators, Dreadnought, Terminators
2)Commander, Tactical Squads, Devestator Squad
3)Assault Squad, Landspeeder

Group 1 will set up first in an area near the middle of the board, hopefully w/some terrain to
block line of sight for the first turn but otherwise open ground to move through. Group 3 will
have to set up next behind cover and to one side of the first group. The 2nd group will all
infiltrate in a group into a good firing position within cover to the same side of group 1 as
group 3. Squad I will be in front of the shooty squads as a countercharge unit, also backing them
up will be group 3 which can jump out to intercept anyone trying to charge the 2nd group. This large
group will be dug in to provide covering fire for the 1st group as they slowly move towards the enemy
throughing out huge amounts of fire power at anyone moving towards the infiltrators.

A shooty/infiltrating army that works by covering eachother and working off eachothers movements.

Offline Deathpepper

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Re: 2000pnt shooty/infiltrating army and its strategy
« Reply #1 on: February 12, 2008, 09:49:08 AM »
I like it.  I think this list would be good at a denied flank approach. 

Drop group 1 centrally, watching where your opponent is deploying the bulk of his forces.  Put group 3 on the side you intend to deny.  Then *surprise* infiltrate on the other side of the board.  Group 1 can move 6" a turn away from the denied flank and still shoot.  Group 3 can move 12" a turn away from the denied flank and still shoot.  You concentrate your entire army on half of his, destroying it early (likely with minimal losses).  Now you've got an advantage all game.

I would suggest changing all the tac squads into las/plas like squad 2.  Also, your captain can't have infiltrate.  I suggest giving him a jump pack so he can support the assault squad.  Other good options are to give him a command squad for infiltrate, maybe with apothecary and some plasma weapons or put him in terminator armor with the termi squad.

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