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Old 12-23-2006   #3 (permalink)
Grand Master Raziel
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Location: Killingly CT
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Originally Posted by experiment 626 View Post
it a pretty good list
Thanks!

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the only little things i'd ever question is the redundancy aspect with the tac squad weapons, and the combat shields on the sergeants...

while i do see then benifit of the redundancy approch, (losing a single squad won't cripple your army's ability to deal with one type of foe), there is the fact that you do waste one weapon each time...
but then, this is a personal taste thing, so if it works for you, then keep with it!
A lot of the time, when I use Cleanse-and-Purifying squads, I'll equip them with a pair of plasma guns. However, that's in lists that have a pretty strong dedicated anti-armor component. I was a little concerned about being weak on anti-armor in this list, hence the meltaguns in the squads. They'll also kill just about any T4 or single-wound figure real good, regardless of their armor save. The flamers make a nice compliment for their ability to damage masses of opponents. Mobility really makes flamers work, and since this list is highly mobile, the flamers work well.

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i'd honestly lose the combat shields though as it's very, very difficult to single out UC's now... the only things to watch out for would be 'torrent of blows' and/or an IC in base-to-base that is 'engaged' with the sergeant...
you might even consider droping all the frag grenades & melta bombs and get some scouts w/bolt pistols & ccw's? they are without doubt the ultiment assault unit in the space marine codex!
It doesn't generally take much arm-twisting to get me to use Scouts. I have about 50 or so of them, all obtained before the current plastic box set came out. They pop up in a lot of my lists, but I don't feel like they fit the theme of this one very well. Also, ditching the frags and meltabombs would only save me about 50 points - a not inconsiderable amount, but not really enough to buy much of a Scout Squad, and those little touches do matter. Frags are important for assaulting units in cover, and the meltabombs give the Assault Squad the capability to deal with even the heaviest vehicles in the game.

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by saving the 20pts on the combat shields and taking the extra armour & smokes from the pred, you could give your tank 'power of the machine spirt' by finding another 2pts!
with POTMS, your pred becomes a real threat, even when shaken!
You're probably right about the combat shields, but every once in a while they make the difference between a sergeant living another round or getting waxed, and at 5 points a pop I consider them worth the expenditure. Also, almost all my vet sergeants have them now, as in a fit of enthusiasm I modelled all my sergeants with them. I use the little shields that come with Grey Knight Terminators. I have a fair-sized collection of Daemonhunters, so I have a lot of those little things kicking around!

As far as the Predator goes, I'm really only expecting it to draw fire for a turn or so while my squads move up. If it can accomplish anything else for me, that's great, but it's not crucial to my battle plan. Besides, I regard PotMS as overpriced for anything but the Vindicator. I could probably squeeze in a Vindicator if I dropped a couple of the Assault squaddies, but I hate to go below 40 bodies in a 1500 point list.

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just some thoughts,
cheers!
I thank you for them! It's always interesting to get other players' opinions.
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