YourMomsBox
01-18-2011, 01:17 AM
Have an upcoming game coming up and may wind up playing either army. So here's what I came up with.
Everything starts in Reserve. The plan is to Combat Squad every squad splitting up the fire power equally. With the Sanguinor granting +1 attack to all men within 6" that will help. Each 5 man Assault Squad will have Melta Bombs to take out any Armor and a Flamer to help clean up the troops inside. The SGT's Infernus Pistol will help take out any big Armor threats, or IC's running around by themselves.
The Assault Troops should be ale to clean up any Razorbacks sitting in the back, a Libby, or any TWC walking around. Dark Eldar Raiders should be easily popped. With the Dark Eldar, the Flamers will be big denying saves to any Troops once the Raiders are popped. Any of their fast guys will be hit with a Template if on the table, assuming a bad roll isn't done.
The Vanguard Vets will Combat Squad as well, and either Heroic Intervention a squishy target, or get into position to help take out more Armor with the Infernus or Melta Bombs, or any HQ's running around. If I encounter any Troops, the Hand Flamers should help take out some Dark Eldar Troops, or maybe some wolves running around.
The Sanguinor will sit back behind giving his bonus to the Assault Troops that need the extra Attack he grants.
Let me know what you think. Biggest problem would be going first and sitting around on the second turn in the open. Chance that has to be taken though. Being Jump Infantry, if need be, I should be able to jump to an objective quickly if needed.
All said, there will be 14 Five man squads going after multiple attacks, 71 total models. If things get lucky and they all come down first turn thats 8 S8 Infernus Pistol shots, 12 Flamers S4 Templates, 4 Hand Flamers S3, 46 Bolt Pistols S4.
The Infernus shots and the Flamers should help alot with Space Wolves. With the Dark Eldar, the AP of the Flamers and Bolt Pistols should help thin the Troops out once the transports are popped with the Infernus shots.
Tell me what you think everyone. I appreciate any and all suggestions/feedback.
HQ
The Sanguinor
_________________________________________
Troops
Assault Squad
SGT - Infernus Pistol, Melta Bombs
2 Flamers
Assault Squad
SGT - Infernus Pistol, Melta Bombs
2 Flamers
Assault Squad
SGT - Infernus Pistol, Melta Bombs
2 Flamers
Assault Squad
SGT - Infernus Pistol, Melta Bombs
2 Flamers
Assault Squad
SGT - Infernus Pistol, Melta Bombs
2 Flamers
Assault Squad
SGT - Infernus Pistol, Melta Bombs
2 Flamers
_________________________________________
Fast Attack
10 Vanguard Veterans
SGT - Power Fist, Infernus Pistol, Melta Bombs
1 Vet w/ Infernus Pistol
4 Vets w/ Hand Flamers
Everything starts in Reserve. The plan is to Combat Squad every squad splitting up the fire power equally. With the Sanguinor granting +1 attack to all men within 6" that will help. Each 5 man Assault Squad will have Melta Bombs to take out any Armor and a Flamer to help clean up the troops inside. The SGT's Infernus Pistol will help take out any big Armor threats, or IC's running around by themselves.
The Assault Troops should be ale to clean up any Razorbacks sitting in the back, a Libby, or any TWC walking around. Dark Eldar Raiders should be easily popped. With the Dark Eldar, the Flamers will be big denying saves to any Troops once the Raiders are popped. Any of their fast guys will be hit with a Template if on the table, assuming a bad roll isn't done.
The Vanguard Vets will Combat Squad as well, and either Heroic Intervention a squishy target, or get into position to help take out more Armor with the Infernus or Melta Bombs, or any HQ's running around. If I encounter any Troops, the Hand Flamers should help take out some Dark Eldar Troops, or maybe some wolves running around.
The Sanguinor will sit back behind giving his bonus to the Assault Troops that need the extra Attack he grants.
Let me know what you think. Biggest problem would be going first and sitting around on the second turn in the open. Chance that has to be taken though. Being Jump Infantry, if need be, I should be able to jump to an objective quickly if needed.
All said, there will be 14 Five man squads going after multiple attacks, 71 total models. If things get lucky and they all come down first turn thats 8 S8 Infernus Pistol shots, 12 Flamers S4 Templates, 4 Hand Flamers S3, 46 Bolt Pistols S4.
The Infernus shots and the Flamers should help alot with Space Wolves. With the Dark Eldar, the AP of the Flamers and Bolt Pistols should help thin the Troops out once the transports are popped with the Infernus shots.
Tell me what you think everyone. I appreciate any and all suggestions/feedback.
HQ
The Sanguinor
_________________________________________
Troops
Assault Squad
SGT - Infernus Pistol, Melta Bombs
2 Flamers
Assault Squad
SGT - Infernus Pistol, Melta Bombs
2 Flamers
Assault Squad
SGT - Infernus Pistol, Melta Bombs
2 Flamers
Assault Squad
SGT - Infernus Pistol, Melta Bombs
2 Flamers
Assault Squad
SGT - Infernus Pistol, Melta Bombs
2 Flamers
Assault Squad
SGT - Infernus Pistol, Melta Bombs
2 Flamers
_________________________________________
Fast Attack
10 Vanguard Veterans
SGT - Power Fist, Infernus Pistol, Melta Bombs
1 Vet w/ Infernus Pistol
4 Vets w/ Hand Flamers