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Originally Posted by r4wr89 ah i see i see. this is under WH rules right ? and i think erus did a really good job of cleaning up the list, i don't know if he did it with just his own thoughts or with all of ours, but either way i doubt the ideas of the guys who have already responded will differ too much :]
good luck bud! |
I took mainly inspiration from you. But I also went in bare minimum mode. I tried to give every unit the most punch of it's pts. value, and to make ti the most effective. Most people forget one thing I am beginning to learn about SM, and when it is applied, they are nigh unstoppable: Precision.
Sure, you have a 3+ save, T& S 4. But you are NOT invulnerable. Not by any means. When you make each squad, set back and think this 'What role does this squad need to fulfill?'. If it is anti-tank, load up on melta guns. Etc.. Though, it is always important to try and get several multi-task units, or redundancy when it comes to key squad types like anti tank. Hence why I suggested dual plasma.
You can do anti tanking a bit w/ the cannon, very nicely terminators/HQ hunting w/ the dual plasma, and in general good anti hoarde w/ the plasma blast. Plus, if they get in rapid fire range, all those bolt shells and plasma blasts will just be pure death.
I also always recommend you make your HQ's mobile. SM HQ's are generally hunted out like crazy because of both the army/squad wide benefits they give, AND the prowess in battle. Therefore, the faster the move, the more likely your opponent is to chase his own tail trying to get them!
In all honesty, until you can field more Witch Hunter units (unless you just want to use the models you have) i'd drop the storm troopers and chimera for something else, or see if your bro would let you 'counts as' them as SM veterans or devs in a razoback or something else you list could use.
In my opinion only , of course. In the end it is your army, and the best way to play it is the way you see fit!