comments/suggestions and such included in the list

keep in mind this is purely an 'optimimal approch' look to things...
Quote:
Originally Posted by GhostofTerra traits
blessed be the warriors
drawback
die standing
HQ
MoS
jump pack,bolt pistol,termie honours,frags
total 137 +++ termie honours isn't really need imho... it too easily leads to over-kill, especially considering this guy already allows you to re-roll missed to-hit rolls when you do charge!
save those pts...
give him melta bombs too... remember; an IC is always treated as a seperate unit in close combat!!! if he gets mugged by say, a dreadnought and none of your assault marines are also in base contact, then your chappy's on his own and compleatly screwed!+++
ELITES
dread
smoke +++ it really, really needs extra armour... dreads get shot at - alot! always being able to move, (unless you're immobilised of corse), is a godsend for getting out of harm's way if you can't shoot for a turn anyways!+++
10x assault marines
termie honours,power fist,all furios charge
10x assault marines
termie honours,power fist,all furios charge
total 668 +++ make them 8 strong. 6 man units are too small to be effective, while 10 man units are simply big targets! 8 gives you a slightly smaller squad that will be able to use terrain better, plus you can still afford a casulty or two on the way in...
the other problem with 10 man assault units is that it can be too effective! a decent assault unit kills stuff. a great assault unit will cripple it's opponent to the point it's ineffective, but won't scare them off or wipe them all out untill your opponent's combat phase! this way, you're assault troops aren't left in the open to get shot at by then entire enemy army...
your opponent will have two choices; commit more troops to the on-going assault and drag you down with wieght of numbers, or else give ground and try to get their most valuable units out of the way. either way, you've forced your opponent to make a descision they very likely won't enjoy!+++
TROOP
5x scouts
4snipers,1missile
5x scouts
4snipers,1missile
5x scouts
4snipers,1missile
total 285 +++ each squad should be 6 strong for scoring unit purposes.
in 40k, units lose their 'scoring unit' ability once they suffer more than 50% casulties. thus, even numbered units maintain their scoring staus more efficiantly than odd-numbered units...
also keep in mind that once you're unit is below 50% of it's starting unit strength, you also give-up half the unit's cost in victory pts! thus, even numbered also give-up fewer victory pts! +++
FAST ATTACK
1x tornado
1x tornado
10x assault marines
termie honours,power fist
total 420 +++ again, drop the down to 8 men...
also consider adding in a pair of flamers for some crowd control. they also give you a nasty surprise to deep strike with!+++
HEAVY
8x devs
4x missiles
8x devs
4x heavy bolters
1x whirlwind
total 470
grand total 2000
kinda weird how it worked out to exactly 2000pts.
any feedback is appreciated |
if you drop the heavy bolter devs, then definatly add-in a predator w/autocannon + heavy bolter sponsons to keep pace with your advance...
also, you should
always infiltrate your scouts when you can! infiltrate doesn't mean you have to set-up closer, it simply lets you deploy
after your opponent has rolled everything out onto the table! (handy for setting up things like wraithlords or carnifexes for a 1st turn barrage of sniper fire!)
as for what else to add, think about an attack bike squadron w/multi-meltas to support your assault marines. (who have little anti-tank capability right now!) attack bikes are great value for their pts.
cheers!