I
have a love-hate relationship with stormtalon gunships. I like the
model itself – it's modern and slick (which is an appearance I
prefer for my chapter), it's an actual gunship which I feel fits
marine fluff very well, and it's sized correctly – and I believe a
flier like that would really fit the versatile rapid-strike playstyle
of vanilla marines. However, its rules are goddamn awful
and I just can't afford to buy expensive models that will spend most
of their career gathering dust on some shelf.
Let
us ignore the lack of survivability compared to
other fliers, or the fact they're overpriced for what they do (they
should be 20-30 points cheaper). The main problem lurks behind your
everyday aegis defense line. A BS4 quad-gun will score 3-4 hits with
its interceptor fire, at which point all your opponent needs is to do
is roll 4+ on two of his 3-4 penetration dice, and your 150 point
flier is toast.
This
is why I have given up on stormtalons until the next vanilla codex
(hopefully) makes them worth their points... Until today! Deus ex
Ferrum from Bolter & Chainsword has suggested using a droppoded
dreadnought to take out/disable the enemy quad-gun. With 6th
edition shooting rules and a well-positioned deep strike, the dread
should be able to zap the dude manning the
quad-gun, forcing the enemy to move other guys into base contact with
the gun, which counts as moving with a heavy weapon, so at worst the
gun will only be able to fire snap shots for a turn. At best, your
dread will kill the gunner, survive the return fire, commandeer the
gun (in gun emplacement rules, the rulebook states “one model in
base contact with the gun can fire it”, so walkers should be
able to do it too), and then use it to shoot at arriving enemy
fliers. In fact, this is so packed with Rambo-style awesome that I
just have to try it, with or without the stormtalons!
Anyway,
here are the two lists I came up with that utilize this tactic:
Captain
– bike, artificer, shield, relic blade
Tactical
Squad (10 men) – missile launcher, flamer, combiflamer, rhino
Tactical
Squad (10 men) – plasma cannon, flamer, combiflamer, rhino
Bike
Squad (8 bikes + attack bike) – multimelta, meltagun x2
Ironclad
Dread – replace storm bolter with heavy flamer, drop pod
Dreadnought
– twin-linked autocannon x2
Stormtalon
– twin-linked lascannon
Stormtalon
– twin-linked lascannon
Vindicator
Vindicator
Aegis
Defense Line – quad-gun
Missile
combat squad mans the quad-gun. Plasma cannon combat squad and the
rifleman dread keep them company behind the defense line. Everything
else rushes forward. The ironclad and the drop pod need to cause as
much annoyance as possible, with the drop pod giving cover to your
advancing vindicators, bikers, and rhinos, while the dread targets
enemy quad-gun crew, flakk missile havocs, hydras, etc. On turn 2 you
should be popping enemy transports and dropping pieplates on his
infantry, while your stormtalons get side-armor shots at opponent's
vehicles, or take out his fliers. If you play it right, almost every
unit (both yours and opponent's) on the table should be dead or
seriously hurt by the end of turn 3, and you should have air
superiority. Fun times.
And
another:
Vulkan
Tactical
Squad (10 men) – flamer, missile launcher, rhino
Tactical
Squad (10 men) – flamer, missile launcher, rhino
Hammernators
(5 men)
Dreadnought
– heavy flamer, drop pod
Stormtalon
– twin-linked lascannon
Stormtalon
– twin-linked lascannon
Vindicator
– dozer blade
Vindicator
– dozer blade
Land
Raider Redeemer (or Crusader) – multimelta
Aegis
Defense Line – quad-gun
5th
edition deathstar list, now with fliers! This one is even more
stupidly aggressive and one-sided, so you'll either be stomping
people into the ground or losing horribly when your LR gets
immobilized on turn 1. You want to be shooting at full power and
assaulting on turn 2, so don't be afraid to move 18” with your
tanks (terrain and the droppod should give them cover if you place it
correctly and scatter dice doesn't screw you over). Feel free to have
Vulkan assault squads on his own, while the termies go for a
different target. Try to get the outflank warlord trait, or the one
that makes him scoring. Aside from the combat squad manning the quad
gun, you're probably better off reserving and/or hiding your crappy
troops so they can live long enough to grab an objective. I picked
Redeemer/Crusader because it's going to die no matter what, and any
damage it inflicts is a bonus. I added the vindicators because
they're super-fun and their presence will divert fire from your land
raider, but you can easily replace them with the more conventional
attack bikes, deep-striking speeders, or sternguard.
Of
course, neither of these lists is going to be winning any
tournaments. Then again, I'm not sure any pure vanilla army
can accomplish that, not at a serious event anyhow. Either way, these
armies should still be quite nasty, not to mention make for helluva
fun, quick games due to the hyper-aggressive playstyle. Fun fact: you
can make lists that are virtually identical to these two with the new
Dark Angels codex, only better!
Let me know how your first list fairs :-)
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