my turn!
Voodoo Boyz wrote:HQ
Chaplain - 130
Terminator Armor
Cool. combi-weapon option is actually pretty cheap on this guy and worth looking into, if you've got some extra points floating around. Like most are saying, his re-rolls are nice when chopping down boys, but when charging other assault termies/demons/seer councils/nob bikers, the null zone will actually help your armies overall output more than these re-rolls. It's a fine choice to take a chalain, but be sure to give the libby a try when you get a chance.
Voodoo Boyz wrote:Elites
5 Assault Terminators - 200
3 LC, 2 TH/SS
A nearly mandatory space marine unit, I think you are light on shields. What makes this unit the king of counter-assault is that it is geared up to fight anything. It can charge a hive tyrant/bloodthirster, take a charge from burna boys, charge a weakened nob unit. The way you've got it set up, it can go through tarpits better, but as a shooty army with counter-assault, you should be using bolters on tarpits, and keeping your termies safe in the
LR until the real threat hits your lines. I think anything more than 4:1
TH:
LC is pushing it.
Voodoo Boyz wrote:Troops
10 Tactical Marines - 210
Plasma Cannon, Plasma Gun
Sarge w/ Power Fist
10 Tactical Marines - 195
Flamer, Sarge w/ Power Fist
-> Rhino - 50
Extra Armor
10 Tactical Marines - 195
Flamer, Sarge w/ Power Fist
-> Rhino - 50
Extra Armor
Experiment with
tac marines. Use as many different combos as you can dream up, and see which meshes best with your playstyle. You've got the
LRC and the MMAB, that is fantastic, that means you don't need to use any
tac marines to complete the nearly suicidal job of melta-ing a full land raider. Plasma will come in handy, but for this list, since you hav a vindicator and the chaplain, I think flamer missile launcher is best. Plasma is also something you could add depending on local meta. Keep the single plasma unit and add the free missiles to the two other
tac squads. Ditch extra armor, you aren't an assault army, and buy a rhino for the third squad.
Voodoo Boyz wrote:Fast Attack
1 Attack Bike - 50
Multimelta
1 Attack Bike - 50
Multimelta
Cool. I like Mahu's suggestion for you to tighten up your
KP situation. But 2x1 is better than 1x2 in 66% of the games. Your call. Don't be aggressive with these, they aren't your transport/gunship killers. Keep them out of
LOS behind the land raider or rhinos until you need to kill something hard.
Voodoo Boyz wrote:Heavy Support
10 Devastator Marines - 230
4 Missile Launchers
Old school unit. Make it 5 strong. What I've learned from my games versus space wolves lately is that most players have a VERY limited amount of 48"+ range weaponry. Most of it is single shot vehicle kill or double shot AP4. Neither weapon is particularly scary to a
dev marine in cover. Keep them cheap and expendable. Once the
devs lost the ability to "take a table quarter" they became offensive tools. 16 points does not an ablative wound make.
Devs and thunderfire cannons, as Mahu has mentioned love each other very passionately. Everyone gets a 3+ save and when the thunderfire cannon pops, the techmarine has a unit to join. Min-max
devs are fine without thunderfire however.
Voodoo Boyz wrote:Vindicator - 115
A good unit but very difficult to use. Your positional awareness needs to be extreme. your side armor needs to be screened at all times, and you need to be shielded from as much melta as you can. A well layed vindicator is certainly competitive.
Voodoo Boyz wrote:Land Raider Crusader - 275
Multimelta, Extra Armor
If you are scrounging for points you can cut extra armor as you are using the tank primarily to house your counter-attack element, and will probably be within 15" of who you want to charge anyway, but when facing off against
IG and tau, that ability to move may save your bacon.
You are pretty close for a guy just getting back. Marines are so reactive, they don't really dictate the pace of games, you really need to play them a lot to figure out whether or not you have all the tools you need to react. So get out there and write some more batreps