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Not a bad start.
Tigurius is a solid choice for a HQ, hard to go wrong with him these days
I’d go 2x c-melta, 2x heavy flamers for the sternguard.
I’m old fashioned and like the one special, one heavy weapon in tac squads. For highly mobile squads, ditching it might be the best choice though. As an UM player, you can use the tactical CT to TL it once a game if needed.
In an ideal world, you want an odd number of pods. Two isn’t bad, you drop the sterns first, and hope to keep the tac squad off table as long as possible for a late game objective grab. But the first rule of drop pods is “make an impact!” You need to achieve local superiority, or face being wiped out. Two pods dropping next to each other helps that.
Your 3rd tac squad looks to be a backfield camper. I might suggest sniper scouts for this role. I would also swap the melta gun for something with range, like a plasma gun. Not a big fan of grav weapons on non-relentless troops, swap for plasma.
I like Vindis, but you don’t have enough armor saturation. First turn you have it an a rhino on the table. Facing your own army, they would eat 5 lascannons and die. You either need to get some more armor on the table, or less.
Devs and Dev Cents should work fine
Like the talon and ADL
I might suggest cutting the assault marines in half and putting part of them in a drop pod. This would give you your third. 5 AMs with a pair of flamers might not be the toughest unit, but dropped in tandem with the sternguard they can help take the pressure off. I’d rather see a power weapon then a grav pistol; they are overpriced.
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