First: Welcome to Dakka and the Ultramarines.
Not a bad looking list overall.
Tigurius is a solid choice.
Your captain would be better served with a lightning claw, rather then a sword. Although you might consider switching him to a pure CC build, and dropping the gun. He’s going to be the only shooting in the squad (I assume he’s hanging with the assault terminators) so they will probably want to run, rather then stand around while he shoots.
I’m not sure you need two HQs at this point level.
Tac squads are fine. I’d like to see heavy weapons there, even just a HB, but that’s my conservative Ultramarine speaking.
Scouts and talon are both good
I’d rather have fewer meat shields and more guns in the dev squad. Get that 4th LC.
If you want to reliably pop a tank, it’s going to take more then two c-meltas to do the job. 4 is closer to a “safe” number, but some of that depends on what you consider reliable. Special ammo need massed fire to really shine. I’d try to fill out this squad, points allowing.
I’m not a big fan of DSing assault units. I’d go with shooty terminators here instead. You do have enough of a support system for these guys in both reserve manipulation and beacons that I think you can make it happen.
With the boost to dread’s attacks, I’m loath to take the fist off these days. These guys should put a decent amount of fire downrange though, so should work fine.
Overall your list is fairly well balanced. You don’t have a lot of options against heavy (AV14) armor. You have a single drop pod, but I don’t think it’s going to be that effective. When you drop pod in you need to land hard. Or resign yourself to be a distraction/suicide drop. What you have lacks the alpha strike for a suicide drop, and isn’t going to be resilient enough for a distraction. You might consider moving your tacs from rhinos to pods, but that changes the way your army plays fairly significantly.
If you are playing maelstrom missions, you might want to invest in a land speeder storm, and either some bolter or CC scouts.
From a long term standpoint, you might want to look into formations. Trying to get them into this list would require a complete re-write, but there is a lot of free power out there if you build for it. For example, you have 2 vet squads, if you added one more, you could take the 1st company taskforce. This would get you some nice special rules, and free up elite slots. Something to keep in mind.
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