0ldsk00l wrote:I wouldn't ever take attack bikes with heavy bolters. kind of a waste, when you can make them exceptional tank killers with the multi-meltas. otherwise, I kind of like it.
Oh, and relic blade on the chapter master.
I on the other hand find
HB attack bikes quite effective. They're one of the best ways in the marine codex to bring anti-horde firepower. As for the relic blade, I'm trying to stay away from the BIG
CC weapons and add a plasma-pistol for more utility.
Razerous wrote:A light amount of troops @ 1850 with only 2/3 being mechanised.
Swap the ML for a lascannon.
Because youve got a lascannon somwhere-else swap the h.bolter pred to its original autocannon.
this would downgrade my anti-armour, trade a missle launcher and twin lascannon for an autocannon and a lascannon? I dont see an advantage. You pay extra points my way sure, but you have added versatility with the missle launcher and a SURE hit with the twin las (well, not SURE, but reliable nontheless)
If the techpriest is with a unit & it tries to repair a vehicle.. can the rest of the sqaud still fire?
He wont be running with a squad, likely he'll be hiding behind the two preds.
Attack bikes to MM's
second suggestion for this...I really like the 120pt resiliant heavy bolter squad, I think more people should try them.
Get a scout sqaud w/ camo cloaks (as youve got a techpriest) to afford a unit with a 2+ cover save! Adds in another needed troop. Give em a h.bolter & that slightly makes up for the loss in anti-infantry from the bikes.
What could I drop for that? You're looking at at least 90 pts for the squad...thats not exactly lying around. Scouts with 2+ cover saves may have their place but I dont think its in this list. Scouts shooting game isnt nearly that of a
tac squad with their free heavys/specials....and for the same cost in points? .....I'll take the tacticals.
The assault squad will be stompy but it looks like it could be overkill in terms of risk of being nuked by a large pie plate and the fact that it'll stomp most things too easily. Spread the points out. Get two squads.
...adding two easy kill points instead of a single harder to get kill point. I dont think thats a good idea. If I want to spread them out for an objective mission all I have to do is combat squad anyway.
99MDeery wrote:Interesting list, but why PP on 2 characters that are running with a combat unit, seems kind of a waste really.
Plasma-pistols can fire BEFORE the charge without penalty. It's something I'm trying out instead of throwing 'fists around willy-nilly wasting tons of points. Plasma's can make a character a little more tactical maybe, throwing a 2+ to wound on toughness 5 before a charge with 5 attacks (and digital lasers). Its an experiment, and it might result in failure. I'm gonna see if
PP's are worth it with combat tactics though. If I can retreat, and fire again several times...they might be worth it. If not, they'll go.
They're definatly under the spotlight for observation though.
Thanx for the comments so far. Maybe I'll go ahead and build a unit of
MM attack bikes too....just in case.