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Neat combo


Jonah

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Stumbled across this one while trying to build a tournament list. For the full version you need Tigurius, an Inquisitor (or other GK HQ) to take a servo skull, some Sternguard and a double-melta Landspeeder.

 

You place the servo skull where you expect enemy armour to be incoming. If you deploy second then place it about 6" from your deployment line in front of an enemy transport, ideally near an objective to make sure he'll head towards it, but covered by heavy support so he won't try to get within 6" of it.

 

In theory his transport will move up to the objective marker; if it doesn't, hey, free objective! But if it does, Tigurius' squad is there to spring the trap.

 

On Turn 2 you declare psychic shenanigans to buff Sternguard; ideally Prescience, Ignore Cover, and the 4++ save.

 

Then deepstrike the Landspeeder (re-rolling reserves thanks to Tigurius) wtihin 12" of the skull so you only scatter 1D6, with the aim of landing 12" from both transports. You then have 6" leeway to move your own transport up and deploy Tigurius with his Sternguard, ideally within 12" of the enemy and the Landspeeder.

 

In the shooting phase you use Tigurius' warlord trait to twin-link the Speeder (this is why you want to be 12" away) who then has a very high chance to blow up the transport. Then the Sternguard open up with twin-linked AP3 Ignores Cover shots, and they have a 4++ to protect them from incoming fire next turn.

 

Of course this is all theory and it could fall down in a number of ways. The speeder apparently only has a 65% chance of blowing up an AV 11 vehicle, so this isn't a fool-proof plan. You can count on it to at least bring the vehicle down to 1HP, so if you have a solid back-up like a Devastator squad then you're greatly increasing your chances. Also the Servo Skull isn't totally necessary, I only took it to even out my points, but it's a useful trick to bully your opponent off an objective.

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Sounds like a lot of effort and points just to take out a single unit and dissuade your opponent from going for an objective? There are better methods to make your opponent think again about capturing an objective that don't require so much work. All those points could be spent on defensive units for example which would hold the line for longer and not involve suicide units like the Landspeeders coming in at the right moment.

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It's a good example of great new moves we can pull in the right circumstances though.

 

Imagine a series of games (perhaps a tournament?); you will perform better if you are mindful of these little tricks to pull them when opportunity arises. Anti-tank unit crucial to your plans to take down a death star? Use Tigurius to multiply the force against this situation.

 

Another thing to consider; he can use his Storm of Wrath and Prescience on two separate units (vehicles perhaps) whilst having 2 powers to boost a Tactical squad's firing for a turn (perhaps with the Tactical Doctrine). It's a one turn carnage generator!

 

Imagine you need to ensure those 2 Hammerheads are out of the game, whilst eliminating the Sniper Drones getting extra shots from an Ethereal. You can use a single Tactical squad with the Tactical Doctrine and Misfortune to target the Sniper Drones, whilst the Hunters can become somewhat reliable and use Storm of Wrath and Prescience as well as using Perfect Timing against one Hammerhead

 

Not guaranteed but a nice move to use, especially if you have other units to put off opponents.

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Also would the speeder benefit from servo skull scatter reduction? Haven't got the codex to hand but doesn't the text state only friendly models benefit? This would restrict the benefit to battle brothers, which codex marines are not.

 

You're right actually, I hadn't noticed that. They're all space marines so I thought they'd be buddies.

 

I was mostly looking for a unit that Tigurius could use his Warlord trait on if he strays away from his gunline. Having a Dual MM Speeder nearby seems like a good option!

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