SwarmLord1977 wrote:Yes the Storms are in there for scout transportation. I don't see in the rules where the scouts cannot fire from the storms unless it goes flat out, because the storms count as open-topped, where is that? The razorbacks are in there in case any armor gets passed the nauts, and with the thundercannon fire, its going to get there attention REALLY FAST. Master is in there for the same reason. We are going to be using 2 6x4 table pushed together so I don't want to have a major disadvantage if my partners Nauts and squads are tied up on the other side of board. Nothing would be worse then orks getting armor in range and I cannot hurt it.
Page 66 main book
"Models firing from a vehicle count as moving if the vehicle moves, and may not fire at all if the vehicle moved at cruising speed that turn".
Since sniper rifiles are heavy 1, they may not shoot if the storm moves. You could use the storm as a moving weapons platform for bolters or shotguns, but at av10 opentopped, it's really risky, as even regular shootas can take one down.
Ork Armor is not that bad, av14 from the front, but av10 open topped from the rear..., a bolt pistol can blow it up from the rear.
225 points of av11 anti tank is needlessly expensive, and will probably be destroyed by lootas,
IMHO.
in 1500 points you have 380 points dedicated to long range anti tank vs orks, 300 in long range anti horde, 180 points in fragile transports, 270 points in scouts that cannot shoot when their fragile transport moves, and 375 points of guys with guns that can hurt orks, but cannot stand up to a single squad of 30 boyz that costs 215.
do what you want, but I think this list could be tooled WAY better. especially due to the fact that you know what you are fighting.