¥ Terminus Est Search Engine ¥

Blood Vow

Happiness is success... (Buddha)

Tuesday, September 17, 2013

Ultramarine White Scars Drop Pod Biker army


I am going to be discussing the strength and synergies between these two delivery systems. It harkens back to my 3rd edition BA army which was all drop pods and jump infantry... It was a very strong army and I lost less than five games with racking up many best overall awards at RTTs and some larger events. I like this new list since it functions much the same... It's a strong one two punch versus just one.

Here is the sample list:

Ultramarines - Primary Detachment (1536)

Chief Librarian Tigurius (165)

Yesterday I posted a guest article by Reecius from Front Line Gaming that discussed in-depth the many buffs that Tigurius brings to any Space Marine army. If you opt to drop in the Sternguard with Tigurius and the Tech Marine then you might want to roll for psychic powers that can be cast after the beginning of the movement phase.

Tech Marine (55)
Auspex - 55

The Tech Marine bolsters a piece of terrain for the Sternguard to drop into first turn for the good cover save... This greatly mitigates enemy intercepting units. If you're up against Tau then one of the tactical squads drops down to take out Pathfinders or marker drones. The Tech Marine also drops the cover save by -1 to whichever enemy unit you want to assassinate with the Sternguard.

Sternguard Veteran Squad (291)
8x Sternguard incl. Veteran Sergeant - 66
4x Combi-melta - 40
Combi-flamer - 10
Heavy Flamer - 10
Power Axe - 10
Drop Pod - 35

It's really easy to score First Blood with this unit, more so if you go first. The two biker units force your opponents to think hard about targeting the Sternguard.

Tactical Squad (215)
10x Tactical Marine incl. Veteran Sergeant - 80
Meltagun - 10
Multi-Melta - 10
Drop Pod - 35
Locator Beacon - 10

Tactical Squad (205)
10x Tactical Marine incl. Veteran Sergeant - 80
Meltagun - 10
Multi-Melta - 10
Drop Pod - 35

It's all or nothing the first turn - drop in and use the combat tactic that allows your tactical squads to reroll missed hits the first turn. You should target soft enemy units that are prone to bolters.

Captain (190)
Artificer Armor - 20
The Burning Blade - 55
Storm Shield - 15
Auspex - 5
Bike - 20

Bike Squad (150)
5x Biker incl. Sergeant - 42
2x Grav Gun - 30
Power Axe - 15

This is one of your two monster melee units... Very mobile and deadly in close combat. They can also lay down some withering fire power as well.

Stormtalon Gunship (140)
Twin-linked lascannon - 30

Stormtalon Gunship (140)
Twin-linked lascannon - 30

This is your anti flyer defense and I believe it's well costed for what you get. They should definitely be able to drop Heldrakes. Tigurius allowing you to reroll reserves mean they should both enter on turn two so you can overload the enemy air space.


White Scars Allied Detachment (455)

Chapter Master (250)
Artificer Armor - 20
The Shield Eternal - 50
Power Fist - 25
Auspex - 5
Bike - 20

Bike Squad (205)
5x Biker incl. Sergeant - 42
Power Axe - 15
Attack Bike w. Multi-Melta - 55
2x Grav Gun - 30

1991

The army is totally dedicated to podding in and bikes plus some air support for anti-flyer defense. The bikes mitigate one of the classic cons to an all drop pod army - now you've got a couple of highly mobile units scooting for ground support. I chose to go heavy with melta weaponry so in case you do run up against a mechanized army it'll be easy to crack open.

No comments: