Andilus Greatsword wrote:I think you need more scoring units, 3 squads aren't going to last very long at all.
This is a variation of my 5th list and I've consistently found that they score fine outside of my deployment, but not within my own.
Survivability was never an issue. Taking down 30 assault marines with a compliment of
ICs (and
FnP!) is a pain in the ass and I can only recall losing all my squads once or twice. My big issue in terms of scoring is that unless I include scouts, I have no scoring for "home" objectives. I score fine on the my opponents half; not so well on my own.
MadmanMSU wrote:Not sure what you plan on reserving, but pretty sure the first list violates the 50% rule
I think the only thing I'd really reserve in these lists is Terminators. I haven't been deepstriking assaultmarines for a long time, since crossing the board puts me in close combat earlier and has the distinct advantages of letting me position for coversaves (which, with the coversave nerf might not be a viable strategy anymore) and not having deepstrike mishaps. When I started playing
BA I deepstruck all the time, but I've found that it's pretty terrible due to mishaps (any squad I lose is 400 points or so) and you won't assault till turn 3 guaranteed.
Feldmarshal Goehring wrote:I am not sure that the priests are worth their points anymore. I am willing to be convinced otherwise. Please let me know if you have any luck with them.
I may run without them for a few games to see how it goes. It frees up 150 points and an elite slot.
Yeah, I think this is my biggest issue right now. Is the new
FnP really worth it? Or should I free the points up for more snipers, terminator or dreads?
Automatically Appended Next Post: Two tweaks I made late last night:
Captain
Jump pack
2x Lightning Claws
Captain
Jump pack
2x Lightning Claws
10x Assault Terminators
5x TH/SS
Sanguinary priest
Terminator Armour
Sanguinary priest
Jump pack
Melta bombs
Sanguinary priest
Jump pack
Melta bombs
10x Assault marines
2x Meltagun
Power fist
10x Assault marines
2x Meltagun
Power fist
Devastator squad
4x Missile launchers
Devastator squad
4x Missile launchers
Devastator squad
4x Missile launchers
1840
This list I lose my home scoring but add a terminator priest. Terminator save, invuln and
FnP.
Alternatively I'm liking this more and more:
Captain
Jump pack
2x Lightning Claws
Captain
Jump pack
2x Lightning Claws
5x Assault Terminators
3x TH/SS
Sanguinary priest
Terminator Armour
Sanguinary priest
Jump pack
Sanguinary priest
Jump pack
Honour guard
Jump packs
4x Meltas
10x Assault marines
2x Meltagun
Power fist
10x Assault marines
2x Meltagun
Power fist
Devastator squad
4x Missile launchers
Devastator squad
4x Missile launchers
Devastator squad
4x Missile launchers
My biggest issue with the 10(11) termie blob is that deepstriking them is a liability because of the massive bases. I cut it down to 5(6) and then got my old honour guard back in. I've been using that squad for ages in 5th, mostly to oneshot big things like landraiders (which they've turned out to do extremely well) and other things. The price on them also means I can swap them in and out for another 10 man assault squad with a full kit. The other advantage is that they come with a built in priest.