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If ard boys keeps the insane KP rules as they did the last time the GD is a huge liability. 3kps for a fairly easy to kill distraction is not worth it. The GD is ok at low point values when you run two princes and put 12 woudns of MC on the table when the anti tank is usually lower.
I also think your list is too mobile to be including plasma guns on the csm squad. The lists that wil lgive you problems are mechanized, so every melta you fit in is more chance of success. Your assaults will take care of anythng plasma guns would have and standing still to fire plasma is a waste of you cheap squad who should be frying armor, or using ther lots of attacks on a charge to do damage or tie up soemthing you don't want hitting your other squads. Same idea goes for plagues, based on the utility of the melta guns.
One individual oblit is also bad for kp, easy to kill and gives up two kp(if it stays the same etc.). Use the points from the GD (and maybe drop the hav launcher etc to find points for a third) or replace it entirely with something else.
I personally would roll with more zerkers instead of havocs, but Thats more of a personal pref as I have seen the damage 5 flame templates can do in one turn to just about any army.
I like the warptime prince, they rock and I use one in every list. Also, if you can find the points for it after dealing with the GD and the oblit situation, a combi melta on the LR is a good buy. Since it will be rushing forward to deal with armor anyway, having an extra melta shot when needed can be a real plus. It's not a s good as a multi melta the loyalists get, but it does come in handy, and it is easy for your opponent to forget about after the terms jump out and melta something and you havn't used the combi melta yet .. fun times.
I played a list similar to this in the last ard boys and did fairly well ... mostly the reaons I didn't place top 3 were my fault whiele playing, not the lists(things like forgetting to move troops onto an objective during the last turn of a game, etc)
My main weakness was not enough melta. I struggled against mech lists because I could not get enough of them out of their transports to assault them where i would easily win, particularly 3 LR lists, though sisters caused some problems with the blessing of invul armor saves. DP's are not so effective when people get armor saves.
The base of my list was:
lash prince
tzeentch warptime prince
3 x8 csm rhino, mg, iocg, As with pf
2 x 8 zerkers AS with fist rhino
8 NM in rhino, sonic blasters, AS with Doom siren and PF
2 LR (one from terms)
5 assault terms with LC, one with CF
some oblits
I would have been better off with full squads of 10 csm with two meltas and PM with meltas instead of the terms and the congfigs I used.
Meph
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