Quote:
Originally Posted by experiment 626 greetings & welcome to holy terra! i'll include my thoughts in your list the two biggest things your list lacks;
a) numbers!
b) anti-tank/MC capabilities
you need power fists in your combat squads... yes they go last, but they're on squad members and thus are extremely difficult to single out. the fist will save you from encounters with dreads & wraithlords, while turning 'fexes & daemon princes into mince-meat!
anti-tank... 1 lascannon isn't going to do much good. dreadnought/s, land speeder/s with multi-meltas, bike squads with meltaguns, meltaguns in all your squads. templars might be stuck with mainly short-ranged anti-tank, but it's bloody deadly when it gets in range!
cheers! |
You don't use the mixed armour rule for the High marshal remember in combat he counts as an independant character so the attacks on him cant be made by the squad.
Absolutely NO idea why that did not properly quote
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I am Lord Erak Grimnar Wolf Lord of the Night Hounds and we shall stand and fight no matter the cost.
Here I am and here shall I die.
+++ attributed to Leman Russ at the Battle of Rising Fell +++