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Inheritors of the Primarch - Custom Chapter

2,000 pts Battalion

 

HQ

Captain - Thunderhammer, Storm Shield, Jump pack - Chapter Master - The Imperium’s Sword, Chogorian Storm - Plume of the Plainstrider - 180 Pts 2 CP

 

Primaris Chaplain - Master of Sanctity - Canticle of Hate, Exhortation of Rage - 110 Pts

 

Primaris Librarian - Spirits of Chogoris, Storm-Wreathed - 95 Pts

 

Troops

Infiltrator - 5-man - Helix Gauntlet - 130 Pts

 

Infiltrator - 5-man - Helix Gauntlet - 130 Pts

 

Intercessor Squad - 5-man - Auto-Bolt Rifles - Power Fist - 110 Pts

 

Intercessor Squad - 5-man - Auto-Bolt Rifles - Power Fist - 110 Pts

 

Elites

Bladeguard Ancient - 85 Pts

 

Company Champion - Chapter Champion - Blade of Triumph - Martial Exemplar - 70 Pts, 2CP

 

Primaris Apothecary - Chief Apothecary - Selfless Healer - Armor Indomitus - 95 Pts, 2 CP

 

Bladeguard Veteran Squad - 5-man - 175 Pts

 

Vanguard Veteran Squad - 7-man - Sergeant: Thunderhammer and Storm Shield, 2x Power Fists and Storm Shields, 4x Lightning Claw and Storm Shield - 215 pts

 

Fast Attack

Attack Bikes - 3-man - 3x Multi-Meltas - 165 Pts

 

Attack Bikes - 3-man - 3x Multi-Meltas - 165 Pts

 

Inceptor Squad - 3-man - 6x Plasma Exterminators - 165 Pts

 

2000/2000 Pts - 6/15 CPs

 

Infiltrators on home objectives, Infiltrators grab midfield objectives. Foot Characters and Bladeguard push the center or flank. Captain, Vanguard, Attack Bikes, and Inceptors hunt down hard targets.

 

Overall I am liking this, it feels like three solid strike groups, each capable of playing the Anvil and two groups the Hammers. The Bladeguard Ancient is the only unit I question in the list, likewise the Chapter Master upgrade isn’t necessary, as well as two of the Lightning Claw Vanguard. That would beg the question what to do with 181 pts. A Dreadnought is out, there just isn’t enough target saturation for him. Only other thing I can really think of is a second 5-man Bladeguard squad. Also toyed with the idea of making the Vanguard Sergeant Master-Crafted.

 

Thoughts, suggestions?

Edited by CCE1981

Cool!

 

Came over here from the Capt. armament thread...

 

I think this list is definitely a bit OTT on characters... as another related in the Capt. thread: the Ancient on top of the Chaplain, Librarian and Captain feels a bit redundant, and even the Champion maybe less than efficient. Dropping those two gives you a whole extra heavy infantry asset like another 5 Bladeguard (if you drop to 5 Inceptors), for instance.

 

Bladeguard are already obscenely efficient for Scars so at the point of one unit getting even a single buff from a character you likely don't need yet more characters in there until you just... do the same thing twice. Right now the Bladeguard deathstar basically hase a 'kick me' or 'run away' sign on it because your opponent knows that you're banking on them overkilling whatever gets near, but if they die the characters supporting them likely do also... and if they're faster than you they can avoid you and focus on your own vulnerable objectives...

 

Almost any time I take more than ~4 characters in a Marine list I find that one of them is redundant and ends up trying to capture a point solo: another unit of infantry will win out for me most of the time.

 

Basically if you plan on grabbing forward objectives early with Infiltrators, you can line up a unit of Bladueguard each with a supporting character to run up and support their positions. This leaves the Capt. and Vanguard free to just pounce on backfield vulnerabilities while your FA focuses on trying to save at least one Infiltrator Squad.

 

Cheers,

 

The Good Doctor.

Thanks for that input! Yeah, there was a few things that bothered me about that lost the more I thought on it. I have been trying very hard to get as many threats as I can to push in enough areas my opponent can’t stop them all.

 

Couple of notes, I intend Infiltrators to hold the backline to prevent enemy deep strikers from arriving in charge range. If there are no deepstrikers then yeah they can forward deploy.

 

“(If I drop 5 Inceptors)”, do you mean Intercessors? I only have 3 Inceptors.

 

With your feed back however, I have the following:

 

 

 

HQ

Captain - Thunderhammer, Storm Shield, Jump pack - Chapter Master - The Imperium’s Sword, Chogorian Storm - Plume of the Plainstrider - 180 Pts 2 CP

 

Primaris Chaplain - Master of Sanctity - Canticle of Hate, Catachisms of Fire - Wise Orator - Benediction of Fury - 110 Pts 2 CPs

 

Primaris Librarian - Chief Librarian- Ride the Winds, Spirits of Chogoris, Storm-Wreathed - Psychic Mastery - Tome of Malcador (Veil of Time) - 95 Pts 2 CPs

 

Troops

Infiltrator - 5-man - Helix Gauntlet - 130 Pts

 

Infiltrator - 5-man - Helix Gauntlet - 130 Pts

 

Intercessor Squad - 5-man - Auto-Bolt Rifles - Power Sword - 105 Pts

 

Intercessor Squad - 5-man - Auto-Bolt Rifles - Power Sword - 105 Pts

 

Elites

Bladeguard Veteran Squad - 5-man - 175 Pts

 

Vanguard Veteran Squad - 7-man - Sergeant: Thunderhammer and Storm Shield, 2x Power Fists and Storm Shields, 2x Lightning Claw and Storm Shield - 159 pts

 

Aggressor Squad - 5-man - Flamestorm Gauntlets

 

Fast Attack

Attack Bikes - 3-man - 3x Multi-Meltas - 165 Pts

 

Attack Bikes - 3-man - 3x Multi-Meltas - 165 Pts

 

Inceptor Squad - 3-man - 6x Plasma Exterminators - 165 Pts

 

Heavy Support

Eliminator Squad - 3-man - Bolt Sniper Rifles

 

1999/2000 Pts - 6/15 CPs

 

Captain with Vanguard + FAs, Chaplain with Aggressors, Librarian with Bladeguard.

 

Eliminators, I had 90 pts, thought they would be a psychological threat and attract fire more than anything. If I drop the Eliminators I would probably take an Apothecary to support the Bladeguard.

 

Troops are running independently and supporting to forward push.

Of course: I thought you had 6 Inceptors in the squad > thought if you dropped to 5 you'd have enough for that second BGuard squad.

 

This list feels a bit chonkier (in a good way) than the last one... I have no experience with Aggressors or Eliminators tho.

 

Only other question would be whether you get enough mileage out of the 2 CP per character you've spent... I generally cap it at +1 WL Trait and +1 Relic and MAYBE +1 'Chapter Command'. This is mostly a matter of taste, of course. Definitely play some games with this and pay attention to whether or not you actually use all those abilities and bonuses enough to make the CP and points expense worthwhile. Rule of Cool also works ; )

 

Cheers,

 

The Good Doctor.

I find you only really need 8-9 CPs in a game. Since we generate 1 per Battle Round, 6 is pretty safe, allowing the big jump in round 2 or three. The only real Relic that could be dropped is the Chaplains Benediction of Fury. The Librarian Trait gives jim yhe ability to cast all his incredible powers on a 5, with enough powers to have options.

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