It can be hard to follow through with a unit, especially if it's one that the Internet hates and doesn't have a single positive word to say about it. Legion of the Damned models look really cool, but if you're not a collector type who gets enjoyment from just having a nicely painted squad in a display case, you'll be hard pressed to find anything positive on fielding these guys and may find it difficult to finish them. It all comes down to how you enjoy the hobby, whether you're all about collecting / painting, all about playing the game, or somewhere in between.
I have no problem fielding what some may call "sub-optimal" units if they contribute to the overall theme of the list. Play with what you want because after all, it's all about having fun.
When I look at the remaining marine models in my collection that are unfinished, I see an opportunity to try a list that I've never done before, not just because of the unit composition but the tactics that each of them can bring to the table when taken together. I started to get into this the other day but to quickly recap, the focus of this new motivational list is centered around "reliable" deep strikes by employing Locator Beacons with the Scout Bikes and Drop Pods. Also in the unfinished pile of models is a large squad of Assault Terminators and a bunch of Land Speeders. Both of these units can take very good advantage of well placed beacons on the board. But lets take it a step further. I haven't fielded my Assault marines since 4th edition, same with Shrike's wing since they were taken out in 5th. With the units I've selected so far, I see an opportunity to further capitalize on these locator beacons with another "sub-optimal" and generally disliked squad from the vanilla marine codex: Vanguard Veterans.
These awesome looking Vets were done by Grajo over at Of Wolf and Raven |
#1 - These two squads fundamentally serve two different roles in the game. Sure, it's possible to give them both the same weapons and play them to serve the same role, but Vanguard Vets can be geared for many different roles and allow for more customization than any other unit available in C:SM.
#2 - When you include a squad of Assault Terminators you also need to account for how they are going to get across the board in order to be effective in the game. It could be a Land Raider transport or an attached Librarian with Gate of Infinity, but either way you're talking more points that should be included in this particular comparison. What about Deep Striking, that doesn't cost anything extra?
Herein lies the biggest reason why Vanguard Vets are priced at a premium: Heroic Intervention. The ability to assault the same turn you enter from Deep Strike is huge. Now, we're not Blood Angels who have a much better chance of landing within assault range due to Descent of Angels rules, so vanilla marines take a bigger risk of missing out on the Vanguards single greatest advantage. That is, if you don't have beacons on your side to mitigate that scatter risk. I plan to run at least 4 if I'm going to take these guys; 1 with the Scout Bike Sgt. and 1 on each of the 3 Drop Pods.
We're basically looking at an army that doesn't deploy anything on the board, which can be really awesome. Your units don't get shot up if you don't go first and it can really screw with your opponent's head. The downside of course is you also aren't sure when your own units will arrive. This is something Khan has helped me get a little more accustomed to, but there's always going to be chance involved and it sucks when everything you need doesn't show up until the very end of the game. The only option to improve the Reserves roll is to take Tigurius for his re-roll ability. I'm still playing around with a few ideas to make this whole beacon list work, but here's 2 lists I threw together over the weekend. The first one is based off my Khan Bikers list and looks something like this at 2000pts:
Khan - Moondrakkan
Command Squad - champion; company standard; 2x meltaguns
Drop pod - locator beacon
8x Bikes + MM Attack Bike - 2x meltaguns
8x Bikes + MM Attack Bike - 2x meltaguns
6x Scout Bikes - Sgt. w/ combi-melta, meltabombs, locator beacon
2x Land Speeder Tornados - both w/ MM & HF
7x Vanguard Vets - jump packs; 5x meltabombs; Sgt. w/ PF; 2x LC
5x Sternguard - 4x combi-melta; 1 combi-flamer
Drop pod - locator beacon
Dreadnought - MM, DCCW w/ HF
Drop pod - locator beacon
The second list gets away from Khan and the bikes but currently only clocks in at 1975pts with the following (still deciding on the last 25 pts; it's enough to put combi-meltas on each of the Tactical squad sgts. or add an extra body somewhere):
Tigurius
10x Tacticals - flamer, MM
Drop pod - locator beacon
10x Tacticals - flamer, MM
Drop pod - locator beacon
7x Assault Terminators
5x Tactical Terminators - assault cannon
5x Sternguard - 4x combi-meltas; 1 combi-flamer
Drop pod - locator beacon
7x Vanguard Vets - jump packs; 5x meltabombs; Sgt. w/ PF; 2x LC
6x Scout Bikes - Sgt. w/ combi-melta, meltabombs, locator beacon
2x Land Speeder Tornados - both w/ MM & HF
For either list, nothing would be deployed except for the infiltrating Scout Bikes. Then you bring down 2 Drop pods turn one. If things work out, you'll have 3 beacons on the table when you start rolling for reserves. It's all about delivering the unit/squad for the job with precision, whether that be Vanguard, Sternguard, Terminators or Land Speeders. I think both will be interesting and fun to try out. Now that I've got the lists, it's time to finish building and painting the models necessary to make it happen.
Hey Joe, the only problem is that the relatively easy to kill pods will possibly be the only targets on the table in the enemy Turn 1. If you are placing them close enough to use for the VV, then they will very likely be gone before your turn 2. This breaks your synergy and offers an easy kill point.
ReplyDeleteI realise that the enemy will also have to contend with the contents of said pods, but to me the pods are more important targets given that most of your army is in reserve. Isolated stern guard, that may have already dumped their primary pay-load, are definately secondary targets.
I like the scout bikes better, especially for the scout move, but same thing goes there.
I really like the VV, but as you say they dint get much love on the interwebs. That said, I think that a BA list built around them can work.
BTW, I think I am giving up on the bikes for now...and for a reason that you mention here, the style I was going for is really more suited for Eldar. I hoped their T5 and power armour would make up for their less mobile bikes(relative to Eldar)
Rather than just move to Eldar, I am making a choice based more in fluff than effectiveness. I am feeling pretty angry and righteous at the moment, so either Black Templars or Sisters of Battle.
Hey Rob, I agree with your assessment on the pods. And I know what you mean regarding the style of the biker army...Eldar/Dark Eldar certainly do it better and they have the weaponry to make a mockery of the marine biker's T5, namely poison.
DeleteI don't know much about SoB but I read a few rumors that the new Black Templars (which may be right around the bend) could have their own special character on bike that brings a whole new twist to the biker army... Either way you go, good luck on your new army!