Pyriel- wrote:Lol, its YOU again?
So Korsarro is not leading the salamanders this time?
Never give tacs melee weapons like fists, tacs suck in melee and should only be used as support for your "better" units.
Every single army out there outmelees a tac squad with ease and in most cases for less points.
Moar hammer terminartors.
5 are never enough as you will mostly draw vs big nasty things and you want to win melee fast, not loose 3-5 termies to a deamon prince.
Sniper scouts fill the same role as hammer terminators or sternguards, they are just more crap at it.
Redeemer that is not flanking, dunno. Normal raiders make you earn points faster and from the very beginning.
Libby with termie armour and shield?
Why, you pay almost 200 points for something that is complete crap in melee.
The extra 50p to be able to use him twice are not worth it. The only two things libbies should do in competitive SM armies is provide null zones and give you a chance against eldar.
Dreads in pods mixed in with tacs in pods are pretty good but where are the MM attackbikes, a dirt cheap AT option and with vulkan even better.
Throw out everything uneffective, keep dreads and tacs in pods, steamline them to do their roles and do them good, dont gear them out to do what they suck at.
Throw in some MM ATbikes and pour in lots more hammer terminators.
Also, landraiders are good massed, in 1750-ish point armies one raider wont last, all armies can handle that so either go with 2-3 or none at all and load up on more termies.
Good luck at your tourney tomorrow dude, I´ll be sitting 22 hours on a freaking buss wishing I had a time machine myself.
This. Also I would prefer just regular dreads over ironclad as 1)
MM allows for longer range 2) av13 is not much better than av12 vs melta weapons.
I also agree with dropping all the upgrades on the libby. I take mine in termie armor, but even just naked with null zone and 2nd power is fine.
Dumping the scouts is a very good idea. 3 scoring units should be plenty for marines. Get the
tac squads transports!
Dropping the fist from the sgt is a very good idea, but I would keep the combi-melta. Don't get any further upgrades for your
tac squads. Power weapons are epic fail.
I would also move the locator beacon to one of the dread pods. I doubt if you will be dropping the
tac squad on turn 1, both dreads coming in are a better option most of the time and you will definitely be dropping one of them anyways, so give it to a dread pod.