Saturday, March 28, 2009

Biggest Bang for Your Buck: 2500 Pt Space Marine Battle Company

So here is a new series: Biggest Bang. Essentially, it is about do things BIG. So what better off than to start with a Space Marine Battle Company fit into the least points possible.

Captain- 100
Command Squad (5): 155- Razorback
Tactical Squad (10): 215- Sergeant BP & CCW; Flamer; Lascannon; Rhino
Tactical Squad (10): 215- Sergeant BP & CCW; Flamer; Lascannon; Rhino
Tactical Squad (10): 205- Sergeant BP & CCW; Flamer; Missile Launcher; Rhino
Tactical Squad (10): 205- Sergeant BP & CCW; Flamer; Missile Launcher; Rhino
Tactical Squad (10): 205- Sergeant BP & CCW; Flamer; Multi-Melta; Rhino
Tactical Squad (10): 205- Sergeant BP & CCW; Flamer; Multi-Melta; Rhino
Assault Squad (10): 190
Assault Squad (10): 190
Devastator Squad (10): 265- 4 x Missile Launcher, Rhino
Devastator Squad (10): 265- 4 x Missile Launcher, Rhino
Whirlwind: 85

Pts: 2500 Scoring Units: 6-12 KPs: 13, 22

Okay, you can drop the Rhinos for drop pods if you want, be hear out these tactics first.

Put your whirlwind in cover and just blast away all 6 turns. Good cheap vehicle and the indirect fire will be a pesky nuisance, especially since your opponent will be too busy killing 106 Space Marines to deal with it.

Next you get your devs into a good firing position. Sure missile launchers aren't the best, but 8 of them from on high is no laughing matter. If you get them position premiumly, then I recommend sending 1/2 of the squad away in Rhinos to bog down your opponent in Assualt.

I would probably save the assault squads for deep strike in this case so you can deploy them where you need them most.

Now what you do with the 6 tac squads is as follows. Take some objectives, getting to them ASAP with the Rhinos. If it is a good vantage point, throw the devs on an objective too. Once you get to the objectives, combat squad it up, sending forward the flamers, leaving behind the heavies, and bog down your opponent in assaults. Even if he can beat 5 marines, chances are it isn't one turn and then he still has to advance on your gunline. Send your Captain and Command squad up with these guys.

Now what you do with the rhinos is form a line abreast between your gunline and your opponent. Keep moving the Rhinos from side to side to give them their save against any Close Combat. What you are doing here is creating a wall he has to walk through. You can force your opponent through specific gaps created by you to maximize your fields of fire. You can also pop smoke to block fields of fire even better. Bring big puffy bunches of cotton to do this, as True LOS is hurt more. Add the razorback to this line and use its Heavy Bolters on infantry hordes. The rhinos also give you plenty of search lights for any night fighting you may have to endure. Note you can do this in any list really, just on smaller scales. Something drop pods definitely can't do.

So there you go. 106 Space Marines, 10 tanks. That is a lot to eliminate in 5-7 turns. Not many armies can do it. Basically mass waves of Orks, Nids, and Guard have the potential, and a Cheap Armoured company has a good chance to0, spitting out as much ordnance as possible.