
The book that this revolution most affected is everyone's favorite, the rock upon which all other codexes are built, the driving force of GW's corporate machine, the good old Space Marines. In this new age, the "standard" fighting block for the boys in blue is now 10 man Tactical plus rhino paired with small Devastator plus rhino. I can see the benefit. You gain toughness and mobility for your scoring by splitting them into 2 rhinos and the Devs bring 4 heavies that can't be shut down with 1 shot as easily as a tank. The most common loadout seems to be combat squad with melta/combi-melta in 1 rhino, combat squad with ML or MM in the other rhino and 5 Devs with 4 ML. Despire my deep seeded hatred of codex Devs, I kinda like it. I'm not sure it's better than the old standby of 10 Tacs with MM, flamer or melta and combi-melta in a rhino supported by a dakka pred, but hybrid is the new black so we evolve.
Which brings us to Vulkan. Obviously Vulkan had been competitive since day 1 of the SM Codex, but he never fully fit into the old paradigm IMO. Sure, you could go double Raider/TH termies, but that's more of a rock army than a real mech army. The old mech model of Tacs in rhinos with preds, dreads and speeder support didn't make best use of Vulkan since A) Vulkan doesn't help Preds and B) if all your rhinos have 10 guys, there's no good place for Vulkan. With a slight tweak, the new hybrid model fixes both these problems. Replacing the Dev ML with MM gives a nasty HS option that Vulkan helps a lot. By splitting the Tacs into 2 rhinos, Vulkan has a ready-made ride. I also think the new model offsets the big drawback to Vulkan, the loss of combat tactics. 5 man squads are less likely to have the manpower after surviving an assault to really affect the battle, so just sticking in an tying up an enemy for another round or 2 might be a better option.
Let's build the list. We'll start with Vulkan and our required troops, plus the Dev support
190 - Forgefather Vulkan He'stan
220 - 10 Tactical marines - meltagun, multi-melta, combi-melta, rhino
220 - 10 Tactical marines - meltagun, multi-melta, combi-melta, rhino
185 - 5 Devastator marines - multi-melta x4, rhino
185 - 5 Devastator marines - multi-melta x4, rhino
Oddly enough, that's exactly 1000 points. If you ever play at 1000, bring this and wreck house :) Now we'll move onto the tailor-made Vulkan unit, which, oddly enough, is one unit the Salamanders are known to not use heavily in the fluff :) Squadrons of 2 make getting cover easiest, so let's bring 3 squadrons
140 - 2 Landspeeders - multi-melta x2, heavy flamer x2
140 - 2 Landspeeders - multi-melta x2, heavy flamer x2
140 - 2 Landspeeders - multi-melta x2, heavy flamer x2
Now onto elites. I see 3 Vulkan favorable elite choices. First is the old standard Dread. More armor saturation, twin-linked MM, CC support and cheap. Ironclad brings better CC, still get a melta shot and add some range with their HK. Finally, Sternguard. Fully Vulkanized Sterns bring a HF and 4 combi-meltas in their Rhino. To start, let's go with the obvious choice and bring the regular Dreads.
105 - Dreadnought - MM
105 - Dreadnought - MM
105 - Dreadnought - MM
That's 1735 and is a rock-hard 1750 list. (Bringing only 2 squads of speeders and 2 dreads makes a 1500 list). Assuming we're playing 2000 points (and if you aren't, why not? :) ) We have 265 points which really isn't a lot. It's not enough for a 3rd Tac/Dev unit, which would be ideal. You could drop a LS squadrons to fit it (exactly even), but those speeders are your best "ranged" firepower. You don't have any psychic support, so adding a Librarian seems like an obvious choice. You could drop a Dread for some TH/SS Termies. They add to your foot component , which is minimal to start, screen the Devs and be a menace walking up field behind your Rhinos. You could "upgrade" the Dreads to Ironclads or Sterns. You could add some more speeders, but squads of 3 can get unwieldy. I'm not sure what the best option is. I think I'll end the post here and see what the Pink Army thinks is best. Hopefully, I'll follow this with a finished list and a bat-rep soon.
Killswitch · 715 weeks ago
Sethis · 715 weeks ago
I agree the Dreads seem underwhleming, I would probably only take two but put them in pods with upgradeds to Heavy Flamers, giving you two guaranteed shots (template or melta) that count, as well as a flexible response to their deployment choices.
The Devs, sat as close to the center of the board as possible can make advancing into midfield hugely risky for any mechanised army - who enjoys eating 8 twinlinked multi-meltas? Not me. Not shooting turn 1 doesn't matter so much because since the enemy is probably out of range you can move + run to get into a solid firing position up to 24" onto the board (depending on run/terrain rolls). At that point you start threatening the enemy deployment zone, never mind the midfield! The major downside is on DoW missions though, because Devs/Long Fangs truly suck, especially when they've given their ride to someone else.
If I was building the army I would like to have some form of CC deterrent, so would have a unit of Hammernators, possibly in a Crusader if I could juggle the points. The problem is that 20 troops in 5 man squads don't really cut it in 2000pts, so you'd have to start stripping out points from elsewhere.
It's a good basis for an army, maybe not going to place top 3 in every tournament, but certainly good enough to have some fun with down at the local club.
pringles978 · 715 weeks ago
possibly:
vulkan
5 sternies in rhino w hflamer/4 combi melta
2x mm/hf dread
2x 10 tacs in rhinos w mm/fl/combi melta
2x 5 tacs in lasplas w hunter killers
3x2 mm/hf speeders
2x dakkapread w hunter killers
you still have a massive amount of melting and flaming goodness to take advantage of vulkan but the lasplas and preads add some range and light vehicle supression which would help against dork eldar and the like immobilising you then sitting at range. the preads can also be used as av13 cover in a pinch which is always handy.
Ryukishi · 715 weeks ago
Ajax · 715 weeks ago
pringles978 · 715 weeks ago
Digilante · 715 weeks ago
Grand Master Raziel · 715 weeks ago
Another thought I had, if you want to control midfield without assigning Tacs to it, you could upgrade one Dev Squad to 10-strong and take a third at 10-strong. Switch their loadout to 2 MLs and 2 MMs each. The Devs combat squad and the half with the MMs go in the tracks. Park them midfield. If one MM in a track is a good midfield deterrant, two MMs in a track ought to be a better one, and you don't have to tie down a scoring unit to midfield denial.
Of course, this denies a shanghaied track to half a Tac Squad, but you could give them a ML instead and task them to sitting on a deployment-zone objective. With all the other stuff opponents are going to have to deal with, I don't think 5 Tacs with a single ML are going to be very high up on the target priority list.
Grand Master Raziel · 715 weeks ago
You could give heavy flamers to the Dreads. I know they're not as ideal a platform for them as Speeders, but you'd be surprised at how often you get to barbecue something with a Dread HF. I've never observed the dread storm bolter to have all that much impact on the course of a game, but a Dread HF can be game-changing.
Grand Master Raziel · 715 weeks ago
Add +5 Marines to Dev Squad 2
Buy Dev Squad 3 wt 2xMM and Rhino
3xHFs for the Dreads
Devs on foot swap to MLs, one Tac Squad switches to ML.
Alternately, you could do this:
Increase both Dev Squads to 10-strong
*Devs get 2 MLs and 2MMs each
**Devs combat squad, MM-toting demi squads ride in tracks for area-denial
Tacs switch heavies to MLs
Tacs upgrade tracks to TLAC or Lasplas Razorbacks
One Tac takes a flamer instead of a meltagun (Vulkan rides with this squad)
3xHFs for the Dreads
Scuzgob 96p · 715 weeks ago
i really want to play this army with my usual ork army. the one with no vehicles and all the lootas
Coopervisor · 715 weeks ago
Scuzgob 96p · 715 weeks ago
Sethis · 715 weeks ago
Scuzgob 96p · 715 weeks ago
thats the most threatening anti-horde firepower ive ever seen
Archnomad 70p · 715 weeks ago
I_and_I · 715 weeks ago
artemi7 78p · 715 weeks ago
I thought you said that you wanted Vulkan to be weaker...?
Anne · 714 weeks ago
Screw everything about this mindset. I hate people who look down on others because they want a game to last an hour or two, not a day or two. I've also recently been in the 'build an army' phase where I only OWNED 1500 points of models, and I got sneered at because I couldn't 'play with the real men'. Fuck. That.
VIC5 · 706 weeks ago