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Old 07-20-2007   #2 (permalink)
King Winter
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I would consider taking some changes in your list.


Your HQ and HS are decent enough, but it is your main force of Troops and Fast Attack I'd change. You'll need to give your army roles.

You have given your scouts a missile launcher and sniper rifles.
I would build this squad up with 8-10 men. And give all snipers.
If you are unable to do so, I'd say drop the rifles and stay with bolters or ccw. Aim that missile launcher at any armour.

The second thing, a minimized las/plas squad. It makes most opponents frown...if they are fielded in numbers.
You only have one, and it is the only anti-tank squad you have.
I'd take it away, or trade it in for a Predator.

The two squads in Rhinos lacks a certain role as well.
They are mobile, and decent to take objectives. But what else?
You have, what seems to be, an army built for offense. And these squads
would see melee rather early in the game. But all they have are rapid fire weapons and no strength for combat.
Take a flamer/meltagun and give the sargeant a power sword, at least.

You have three small squads of Assault Marines. I would merge them into two.
Assault Marines make good targets against most opponents, and in so small squads, they are easily shot down. Easy victory points.
Two full squads makes them more durable.
They are also your only decent anti-tank specialists.

I'd shave off enough points for a Predator with lascannon sponsons.

Your army is quite mobile, but too small in numbers and very weak against armoured opponents.
If you'd face a tank-heavy opponent, you will be in some trouble.
You'll need to use cover to survive, and you have the mobility to do it.
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