Against horde armies.. ive got enough high strength weaponary to take out transports or to slow them down. As for footslogging troops, well.. 2x thunderfires and a whirlwind is pretty much better than anything else on its own. Add in scouts firepower and well.
Templates scatter w/
bs 4 (and only the whirldwind looses that but doesnt need
LOS which is nice) on avarge 3". I dont mind really.
That plasma cannon has range & is very good at tanking out heavy infantry/
MC's (I dont see it often scattering off of its base)
MM's are only good when deepstriking otherwise just take an assault cannon or lascannon.
Ive given two dreds h.flamers to counter things getting close but yeah, if a deep striking army comes in I dunno..
Id loose & take it!
Ive had great experience with troops w/ a 2+ cover save. I dunno about being soft.. T4. As soft as a space marine. Anti cover weapons? I hide in second story buildings or concentrate fire on that dark-reaper squad w/ everything
lol.
Armored troops.. 20 sniper rifles, 2 plasma cannons.. better than most things ive seen. Plus the ability to simple cause a horrendous amount of saves (multi-blast's have an interesting scatter pattern)
Spreading troops out will be infact a bad idea (if you mean per model).. if you mean per squad then again, how much space do you have on your table half?
Anti-tank, i agree thats where I could fall down but @ 1500 with 1 lascannon, one twin-linked lascannon.. one conversion beamer & two missile launchers (one at bs6) (not inc the plasma cannons against things like rhinos/trucks) I think is sufficient.
If I feel ill need to use that scout
ML as dedicated anti-tank then ill combat-squad telions squad for a few rounds of BS6 fire. Which may require 5 camo-cloaks which wouldnt be too much of a costly redundency (so thanks)
Flamers will need to get close to murder those scouts & thats why ive got two
CC capable counter-charge dreds (although only h.flamers will really annhilate them).
The thunder-fire will be in fortifyed cover w/ or near scouts and fast-moving things will be subject to the tremor specail rule (If 4 blasts dont scatter too much!) & generally Ill just shoot them as much as poss. The tech-priest isnt a pushover with that 2+, requires lascannon equiv firepower to give a guarenteed ability to take it out, where he still should get a 3+ cover.
The space marines are there to allow me to move off and capture objectives. I dont like the idea of either trying to infiltrate scouts near objectives & stay there for 5 turns or running across the board mid-game. A land speeder storm would be the other option & give a nice 6" anti-deepstrike ability. That
tac squad gives me a cheap lascannon so hmmmmm I might reconcider. Thanks
I appreciate the feedback.. I may change a few bits.