I will run through your points:
Should be all TH/SS to make use of the MC TH rule that Vulcan gives
I have found that you usually want at least one Lighting Claw guy in a Terminator Assault Squad. It has just been my experiece, because Initiative matter against things like Boyz squads where if you can kill 5 of them on the charge, that is less attacks coming back. Most of the time I have lost my terminators to rate of fire then low
AP fire.
As for the dreads.... I don't think they fit. They would be targeted by ML's and Autocannons and stuff that can't touch your LR's and killed easily. This is just what happens in my games so I stopped taking them. Works well. I would probably swap this unit for another 5 man TH/SS unit for the other LR.
Again, this may seem to be just me, but walking Dreads have their place. I often use them to provide walking cover or provide a distraction to things that may be shooting at my Rhinos. Or in an objective game I "hide" them and pounce on anything that may get to close. Guard love when you assault Vets with a Dread. Of course to pull any of that off you need at least two.
Good, although I can't say that PW's on marines is really that effective... I would just go with meltabombs and drop them but if you like them keep it
I take them as more of a reactionary reason then a proactive one. I have no allusions of charging squads with Tactical Marines and expecting to win combats. But when they do get charged (and they will) killing two Beserkers is better then killing none. Just my experience. Last game I played, a tactical squad sergeant with a powerfist punked out Yarrick (not before the whole squad died from Yarrick, but in a kill point game, it mattered).
Good, I wouldn't swap them for the Libby just for that fact that these guys are great mobile tank hunters and infantry killers
It's a tough call for me. The hood will be sorely missed, especially when the person who wins all the tournaments around here plays Eldar.
Good, if you want the libby I would say drop the vindicator
Me like
str. 10 too much.
Automatically Appended Next Post: Shep wrote:Dreadnoughts can be utterly game winning tarpits, and a cheap way to get mobile multi-meltas in a list. I think they should stay.
I don't like vindicators. their operational range is just a bit too close for my taste. I face a lot of multi-melta and a lot of boarding plank wagons, and they have to get too close to those very dangerous things. Theoretically, the demolisher cannon is good, and armor 13 is cool. Just a preference.
I don't really get why you'd have a land raider with no assault unit in there. Their firepower isn't consummate with their cost. One redeemer or crusader is perfect for the list IMO.
2 troops is probably a smidge light. You won't be able to position those MMs as aggressively with only 2.
Not taking that third speeder is sacrelige! (and so is my spelling)
The list has quality guts, I'm sure it'd do fine. these are just tweaks I'd make.
Thank you Shep.
I agree with you on the Dreadnoughts. I like them too much and there is a reason why they are in most "best of" lists.
The Crusader is my "stand off shooty" one, whereas my Redeemer is the one that gets in the opponents face. I have been having much success recently with sticking a combat squad in a Land Raider and slowly positioning it onto an objective. Most objective games I will stick Vulakn and an 5 man squad with a power weapon in the Crusader, and only get out when I have to or when it would be advantageous.
The Vindicator has actually been doing me well. In a world with Nobz and Warbosses all over the place, I think every army needs some sort of
str. 10. One of the reasons I am so torn over having a Librarian in there is that I can deal with most mega Ork Units in Battlewagons if I can pop their ride, Null Zone them, and shoot them to death with a possible follow up charge.