|Topic Review (Newest First)|
|10-23-13 01:03 AM|
Just a revamped list with some of the things we're talking about in mind:
Originally Posted by ntaw View Post
|10-21-13 11:26 PM|
T1: no fliers, no problem
T2: if fliers enter, interceptor means I'm not firing next turn and if they don't show up then no problem
T3: see T2
T4/T5: by this point my opponent has either closed in on that squad and I have other priorities or I've wasted what I need to waste and no longer care about snap shot-ing 4 heavy weapons.
Conversely, what I have considered doing is doing a ten man squad w.2x LC and 2x FML and CSing them so there's two heavies in each CS. That way the Flakk can man the QG and the LCs can do what they do, both with 3 marines as meat shield (yes, the sergeant is included in this even though he has a Signum). What do you think about that?
Back to the Tactical squads for a moment:
I'm torn on even taking a heavy weapon. I would really like to rely on other things to do armour damage, and leave my Troops to shred other Troops. I was thinking of leaving them all bolters and only taking a PG for the squad in case some TEQ/CC threat gets up in my grill. This means I'm never losing shots to Snap Shots on the move and I take the most advantage of Bolter Drill with the few guys with bolters. It also limits their effective range to 24/12", but hey. That's what the Rhinos are for. Thoughts?
|10-21-13 09:55 PM|
Keep in mind that if your Devs are manning the ADL, you could lose use of half your firepower depending on what you're shooting at. Without Flakk, if you Skyfire, you might be wasting missiles on snapshots, or not firing at all. What I'd suggest if you want to use the Devs is to Combat Squad the Devestators, OR grab a 5man squad of Autocannons, and use that one with the Aegis. that way at least all the firepower is similiar, you have some throw away wounds, and your missile launchers are still doing missile'y things at all times.
Another option, which was never mentioned, is going with a Stormraven over the Crusader.
|10-21-13 09:37 PM|
Originally Posted by Lord Pestilice View Post
Originally Posted by Lord Pestilice View Post
|10-21-13 09:06 PM|
|Xabre||Have you considered turning your Rhinos into Lascannon Razorbacks? I don't know if you plan to rush the squads, or maybe combat squad them... the Razorbacks will give you some anti tank that you're lacking. I'd suggest kitting the Tacticals with meltagun/Missile Launcher... Keep the half with the ML back, like on the Aegis (someone has to man it), and use the forward group with the close range MM in the Razorbacks... though admittedly the Lascannons can hide in the back.|
|10-21-13 08:57 PM|
What about a Thunder Fire Cannon?
What do you mostly face on the battlefield when playing your local group? Knowing this will give us a better idea of what to advise.
|10-21-13 03:26 PM|
Help Finishing 1500 Points of IFs
I've stripped down what I have to be bare bones in an attempt to clear out as much space for options. This is what I have for my IF army, the only things made up and set in stone (or set with glue, whatever) are the librarian who I modeled with a big old SS already (which could be a Shield Eternal...), my terminators w/2x LCs and 3x TH/SS, and their LRC (that is fully magnetized). Aside from that this list is barely even assembled, really. I'll be borrowing Rhinos from my BA army for a loooong time. Here's the list:
Libby w/terminator armour, staff, ML2, SS
Dreadnought w/2x TLAC
Terminator Assault squad w/ 3x TH/SS, 2x LC in a LRC w/MM
2x 10 man Tactical squads in Rhinos
10 man Devastator squad w/4x MLs (could go LCs, but MLs stay much more relevant against a unit of troops)
Things I'm looking for:
What weapons to arm the Tacticals with. (The sergeants of every squad of marines will have a SB, but that's more aesthetic than anything else. My opponents and my own sense of OCD are cool with that little proxy if they don't actually have the weapon)
How people feel about MLs vs. FMLs, and whether to combat squad the unit splitting the heavy weapons up essentially for spliting fire purposes. Tank Hunter makes 4 shots overkill in a few circumstances.
If it's worth it to give the Libby the SE for EW. 4+ Deny the Witch rolls are nice, but I rarely if ever face someone who uses psykers at this point.
and most importantly:
What to do with that remaining 130 points!
The special weapons for the Tacticals will come out of that, but even then I'll have almost 100 points left. I do generally face a lot of fliers, and have considered buying a Hunter tank to hang out with the Dreadnought and Devastators behind the ADL.