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Nemesis Strike Force with allied Ultramarines


L30n1d4s

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As people discuss how to get the most mileage out of the Nemesis Strike Force detachment and its Turn 1 Deep Strike possibilities, I began to think about what would be the best allied unit to compliment this tactic. It would seem manipuating Reserves and preventing DS scatter are two of the key ingredients, so I was thinking of the following allied detachment:

 

HQ

Tigurius -- Allows re-rolls of reserves (88% chance of successfully bringing each unit in turn 1) and provides signficant buffs to whatever unit he is attached to (I am thinking of rolling all out on Biomancy and, if you get Endurance, attatching him to Paladins to make the most of their 2W and god armor)

 

EL

5 Sternguard in Drop Pod (with Locator Beacon) all with combi-meltas -- Gives you a turn 1 "Tank Killer" unit which also gives your more options for follow-on DSing waves (with Locator Beacon) and can synergize with your DSing Terminators and shunting Dreadknights; attache Crowe to this unit and he can ride the DP in to hit the enemy DZ  with Cleansing Fame turn 1

 

TR

2 x Scouts Squads with Teleporter Homer, MB, and Land Speeder Storm -- Scouts/LSS can Infilitrate + 12" Scout move + 6" Teleporter Homer range to bring your units in accurately almost anywhere on the board. Having two units gives redundancy and allows for options, as well as give you cheap CC units that can charge and tie up enemy units for a turn or two while your elite GKs do their work; finally, they give you some fast moving Objective Secured units that can zip around and get your VPs over the course of the game.

 

HS

Thunderfire Cannon -- Long range fire support that can deal with hordes or slow down mobile enemy units, again buying you time and space as a GK player; not to expensive points-wise either

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