Jatyu wrote:If you want them as an anti-deep striking squad, then I would recomend Heavy Bolters over Multi Meltas.
Against GEQ HB wins, even against vets.
Against MEQ MM wins slightly 1.25 wounds v 1 wound. However HB has potential for more wounds.
Against Termies MM pulls ahead.
Obviously against vehicles MM wins, but that doesn't really work with anti DSing, and it isn't the best for protecting an objective against transports.
Kinda depends who you're up against... I'd go with HBs personally, but depending on your local meta MM might be better. Just consider em.
Thanks for the breakdown of the two weapons. My local meta is the reason I went with the
MM really. Space Wolves like dropping dreads in pods and when he sees a lowly squad being the only thing in my deployment zone I doubt he will be able to resist himself. There others that love to
DS are Drop Pod marine infantry, where
MM is a gamble, and Deathwing where
MM is a solid winner. The bolter servitors are just for ablative wounds, and I've actually tweaked things to add more of them and enhance my other squads as well as make 1750 and 2000 point lists.
1500:
HQ:
Grand Master Mordrak - 385 Points
- 2 Halberds
- 1 Force Sword
- 1 Brotherhood Banner
Inquisitor Coteaz - 100 Points
Troops:
Terminator Squad - 205 Points
- Master-Crafted Halberd Justicar
- 3 Halberds
- 1 Daemonhammer
Inquisitorial Henchmen Warband - 75 Points
- 3 Multi-Melta Servitors
- 9 Bolter Warrior Acolytes
Fast Attack:
Stormraven Gunship - 205 Points
-
TL Multi-Melta
-
TL Plasma Cannon
Interceptor Squad - 300 Points
- Master-Crafted Halberd Justicar
- 4 Halberds
- 1 Daemonhammer
- 4 Force Swords
Heavy Support:
Dreadknight - 230 Points
- Personal Teleporter
- Great Sword
1750
HQ:
Grand Master Mordrak - 385 Points
- 2 Halberds
- 1 Force Sword
- 1 Brotherhood Banner
Inquisitor Coteaz - 100 Points
Troops:
Terminator Squad - 240 Points
- Halberd Justicar
- 4 Halberds
- 1 Daemonhammer
Inquisitorial Henchmen Warband - 65 Points
- 3 Multi-Melta Servitors
- 7 Bolter Warrior Acolytes
Fast Attack:
Stormraven Gunship - 205 Points
-
TL Multi-Melta
-
TL Plasma Cannon
Interceptor Squad - 295 Points
- Halberd Justicar
- 4 Halberds
- 1 Daemonhammer
- 4 Force Swords
Heavy Support:
Dreadknight - 230 Points
- Personal Teleporter
- Great Sword
Dreadknight - 230 Points
- Personal Teleporter
- Great Sword
2000
HQ:
Grand Master Mordrak - 385 Points
- 2 Halberds
- 1 Force Sword
- 1 Brotherhood Banner
Inquisitor Coteaz - 100 Points
Troops:
Terminator Squad - 240 Points
- Halberd Justicar
- 4 Halberds
- 1 Daemonhammer
Terminator Squad - 240 Points
- Halberd Justicar
- 4 Halberds
- 1 Daemonhammer
Inquisitorial Henchmen Warband - 75 Points
- 3 Multi-Melta Servitors
- 9 Bolter Warrior Acolytes
Fast Attack:
Stormraven Gunship - 205 Points
-
TL Multi-Melta
-
TL Plasma Cannon
Stormraven Gunship - 225 Points
-
TL Multi-Melta
-
TL Assault Cannon
- Psybolt Ammunition
Interceptor Squad - 300 Points
- Master-Crafted Halberd Justicar
- 4 Halberds
- 1 Daemonhammer
- 4 Force Swords
Heavy Support:
Dreadknight - 230 Points
- Personal Teleporter
- Great Sword
Everything works the same at 1500. At 1750, the Stormraven goes flatout on turn one if I have first turn while scout goes to the Interceptors and the two Dreadknights. At 2000, Scout follows the sequence of Interceptors, Dreadknight, Stormraven (Plasma Cannon) as in the 1500 list. The 2nd Stormraven with Termies goes flatout on turn one if I have first turn.
The reason why there are slight changes in each unit is due to making up points over/under after adding things like a second Dreadknight or a Stormraven with Termies.
kenshin620 wrote:The justicar on the interceptors would do better with a hammer, hammers are very useful for anti tank/MC. Kinda worried about the lack of psycannons, they're spammy but they're useful like ork lootas
I avoided giving the hammer to the Justicar because of the threat of Perils. I could easily move it over to him though as they cost the same. Yeah, I wish I had Psycannons in here too and I may add some to the Interceptors/Termies because I'm a huge fan of autocannons. I guess I'm hoping to rely on the Stormravens to kill a tank each before getting blown away and not having to worry too much about
AT.
Also, what do you guys think about the wargear on the Ghost Knights? The force swords are attractive on them because they have that first turn out in the open but free Halberds are just so good. Also, the Ghost Knights that appear have force swords.