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Discussion Starter #1
HQ:
Vulkan-190 pts (Goes with Termies)

Elites:
Assault Terminators-200 pts
5 TH/SS
-Land Raider Redeemer w/ multi-melta and extra armor-265 pts

Dreadnought-105 pts
Multi-melta
-drop pod-35 pts

Troops:
(10) Tac Squad-170 pts
Flamer
Multi-melta
-Rhino-35 pts

(10) Tac Squad-170 pts
Flamer
Multi-melta
-Rhino-35 pts

(10) Tac Squad-170 pts
Flamer
Multi-melta
-Rhino-35 pts

Fast Attack:
Landspeeder squad-140 pts
2 Multi-meltas
2 Heavy Flamers

(5)Bike Squadron-210 pts
2 Melta guns
Melta bombs
Multi-melta Attack bike

Heavy Support:
Vindicator-125 pts
Siege Shield

Total-1,850 pts


Land raider and rhinos charge forward

Dreadnought drops down and kills a tank and provides a distraction

Bikes and Vindicator screen and provide support for the land raider/rhinos

Land speeders bust tanks and get enemies out of cover

:biggrin:
 

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I considered fielding a Salamander army and I'm gonna point something out you may find useful. For the cost of that Redeemer you could make your squad of Termies a 10 man squad and give other squads beacons to get them to drop in on target. Imagine 10 master crafted thunder hammers going to work on your opponent. Interesting, no?

That and that lone raider basically has a HUGE target on it for every suicide melta squad and lance weapon in the game. This is what I was gonna do:

Forgefather Vulkan He'stan 190 Points

Terminator Assualt Squad (10) 400 Points
- Thunder Hammer/ Storm Shield (10)

Sternguard Veteran Squad (10) 345 Points (Put Vulkan in here)
- Combi-melta (5), Combi-flamer (5)
- Drop Pod w/ Locator Beacon

Dreadnought 160 Points
- Multi-melta, DCCW w/ Heavy Flamer
- Drop Pod w/ Locator Beacon

Tactical Squad (10) 215 Points
- Multi-melta, Flamer
- Drop Pod w/ Locator Beacon

Tactical Squad (10) 205 Points
- Multi-melta, Flamer
- Drop Pod

Tactical Squad (10) 205 Points
- Multi-melta, Flamer
- Drop Pod

Land Speeder 60 Points
- Multi-melta

Land Speeder 60 Points
- Multi-melta

1845/1850
 

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You've fallen into a common trap with a vulcan army. your army has no fire support on turn one. That means your opponent gets a full turn of unmolested shooting. You need some sort of interference to take the heat off your advance.
 
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