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Alright, lets see what can be suggested to give you idea's for this list without trying to push a complete and utter rebuild of something boring and/or unfluffy for what your aiming for.
At 2k, 15% would mean 300 points and your using 380. Not terrible, its 19%, about a fifth of your total points; so I am going to suggest dropping one of these two guys, preferably Seth because at least Astorath is faster and does not have to (forget if he can or not) join or hide near another unit and make it more expensive.
That'll up the number of ranged threats you can produce and will allow you to make use of some of those extra points.
So if your key on the power weapon, than I would suggest a pair of flamers; if you go the fist then I'd suggest a pair of meltaguns.
I'd very much suggest dropping these guys in favour of another unit of assault marines, maybe eight strong in order to even out the points between these two units.
A personal rule I've always gone by when it comes to HQ's is never spend more than 15% of your total points on them. This helps to prevent your army from becoming to top heavy and overwhelmed from the start.HQ: Seth 160
Astorath 220
At 2k, 15% would mean 300 points and your using 380. Not terrible, its 19%, about a fifth of your total points; so I am going to suggest dropping one of these two guys, preferably Seth because at least Astorath is faster and does not have to (forget if he can or not) join or hide near another unit and make it more expensive.
For this unit I would say cut down to eight, swap the hammer out for a fist (assuming its more points then your spending more for what is essentially a powerfist) and I would very much advice swapping the rhino out for a storm raven.Troops: DC (9)- Fist, T Hammer, Power weapon x2 265
+Rhino with Ex Armor 65
That'll up the number of ranged threats you can produce and will allow you to make use of some of those extra points.
I'd suggest a powerfist over the weapon and bombs, and doubling up on special or heavy weapons where possible helps to increase their overall effectiveness.Assault Squad (10) with JPs-SGT with Power Sword and melta bombs, melta gun and flamer 265
So if your key on the power weapon, than I would suggest a pair of flamers; if you go the fist then I'd suggest a pair of meltaguns.
Actually I rather like this squad so I say leave it as is, maybe consider going twin linked lascannons for greater effect.Tac Squad- SGT with Power weapon-flamer and Las cannon 195
+ razor back- las cannon and twin linked plasma gun- ex armor-105
Consider the magna grapple, possibly over the heavy flamer. Its not like this guy can assault on the turn he comes in, but you never know when you'll make some insane rolls and pull something into his reach. Did that once to a raider full of incubi and an archon, priceless.Elites- Furiso Dread- blood talons, extra armor, heavy flamer - 150
+ drop pod-35
Not bad, maybe drop Corbulo down to a regular if you want some more points elsewhere but otherwise fine.Sang Priest- with Jump Pack and Corbulo 180
I would very much advise dropping this unit. Its what? Five single wound models in a rhino? Thats nearly the cost of a unit of terminators, and they have neither the save or invulnerable save that those hulking marines do, hell only two, three tops, have weapons that ignore saves in combat.Honor Guard- Blood Champ, Power fist, l claw - 175
+ rhino- ex armor-65
I'd very much suggest dropping these guys in favour of another unit of assault marines, maybe eight strong in order to even out the points between these two units.