O'shovah wrote:HQ
Kayvaan Shrike
Master of the Forge
Power Weapon
Conversion Beamer
Troops
Scout Squad
Scout Sergeant Tellion
Missile Launcher
Camo Cloaks
Tactical Squad
+ 5 Marines
Flamer
Missile Launcher
Power Weapon
Melta Bombs
Tactical Squad
+ 5 Marines
Melta Gun
Missile Launcher
Power Fist
Plasma Pistol
Elites
Assault Terminator Squad
2 Thunder Hammers + Storm Shields
Land Raider Redeemer
Storm Bolter
Multi Melta
Extra Armour
Dreadnought
Assault Cannon
Extra Armour
Fast Attack
Vanguard Veteran Squad
Jump Packs
Melta bombs (whole Squad)
Relic Blade
3 Plasma Pistols
2 Power Weapons
Land Speeder
Multi-Melta
Heavy Flamer
Heavy Support
Predator
Lascannon Sponsons
Storm Bolter
Hunter Killer Missile
1997 points
Shrike with Vanguard and Land Speeder harass the enemy and try to take out fire support and/or troops
Backed up by termies in the redeemer.
Master of the forge, Scouts and missile combat squad sit on a Bolsterd area of terrain to preserve kill points/hold objective
Other half of the combat squads act as countercharge or go for other objectives.
What do you think?
This army lacks mobility.
You dont need the stormbolters.
Plasma pistols are fine to kill your vanguard.
I would suggest to :
-invest in some sort of transport. One lonely
LR isnt enough. Fleet may not always get you to the objective fast as needed.
-dont spent too much on vanguard. They are expansive and still "pimped" assaultmarines.
-pairs work better than single choices. If you take a lot of different units, it may turn out they cannot support each other.
If youre interested in some army lists:
http://sonsofcorax.freeforums.org/index.php