Vanguard Veteran squad (125)
+ 5 addt'l Vets (+100)
+ Jump Packs (+100)
+ exchange Sarge P.sword for T.hammer (+15)
+ exchange 9 chainswords for T. hammers (+270)
+ exchange 10 bolt pistols for 10 storm shields (+150)
Total = 760 pts
(For the purposes of this exercise, you may assume that Vulkan He'stan is the force leader, thus replacing Combat Tactics with free master crafting on all Thunder Hammers in the army)
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So, rules of this topic:
1.) No "that's stupid/never would use it/eggs all in one basket" posts - I REALIZE all of the above and more. The original impetus for actually designing the above unit is the fact that I picked up a lot of minis on Ebay that included 10 old turbofan jump packs and 10 Mark 5 heresy armor bodies. So, I was trying to think of assault unit rules for a 10 man jump pack squad. I'm not approaching this unit from the gamer's side, I'm approaching it from the hobbyist/modeler's side. Which is why I'm asking all the gamers for HELP.
2.) You can discuss this unit within the context of army construction - i.e. "If someone held a gun to my head, I would build the other 1,550 pts of my 2,500 pt Ardboyz tournament army THIS way...." (remembering that you already spent 190 pts for Vulkan He'stan as an HQ)
3.) You can discuss this unit within the context of tactics - i.e. "Obviously you want to deep strike the unit, to take advantage of 'Heroic Intervention' for the Vanguard - the ability to deep strike and charge in the same turn will help keep your basket of eggs from being vaporized immediately' vs 'Obviously, you don't want to deep strike, to avoid having 1/3 of your army never showing up" or "This is a tabling unit, pure and simple, don't waste time trying to hold objectives" vs "Run around and make the other guy think you are trying to table him, and then on the last turn, sit on one of his objectives - with the 3+ armor/3+ inv, this will be a unit that is impossible to shift in 1 turn", etc
4.) You can discuss this unit within the context of specific opponents - i.e. "Against mass shooty armies like IG and Tau, they'll run screaming from the table as you pac-man from 1 unit to another, but Ork Nobz mobs with power klaws, a pain doc, and a warlord will simply chew you up and spit you out in one turn"
5.) You can discuss specific game rules - i.e. "You do realize that at Initiative 1, even if you charge, all your guys strike last, so you can only realistically charge feeb units?" (obviously, I know the Initiative 1 rule, but there might be others I forgot).
6.) (for the new Blood Angels players) - How would this unit fair against the armies you are all planning and building? Do you laugh? Do you cringe? Do you go "Meh.." ? And if you had to use this unit AGAINST blood angels, how would you do it/which units would you go after first?
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Basically - imagine you go to a tournament, and the tourney organizer gets all the matchups and tables set, and then says "Surprise - now swap your army with your opponent, and fight!".
If you got stuck with an army that had a unit like this, what would you hope is also in the army, and how would you go about trying to win with it?
Final rule for this discussion - you may assume I am a newb at 40K, as I have yet to actually play 5th edition, and only played 3rd/4th edition sparingly.
Let the arguing....errr...discussion commence!
-Asif Chaudhry