Lewismio wrote:HQ
Lord Commissar 70pt
Company Command Squad regimental standard, (vox box, carapce armour) and 1 flamer 95 pt
2
HQs doing the same thing is a waste. You also don't really have a lot of infantry in this list to need 2
HQs, and since the infantry squads you have are really weak... it's even more silly. Lord Commisar gives everyone Ld10, standard gives everyone rerolls. They are essentially doing the same thing, so you can drop one. Single flamer is pointless. Carapace armor is only good in melee; since this squad is only 5 strong, and has no melee weapons, and only made of humans... I would avoid melee. If you aren't going to be in melee then 4+ armor saves are a waste of points, as you can get 4+ cover saves for free, and just by standing behind your own troops, that you will be giving orders to. Vox is pointless, too expensive for rerolls on orders that you are most likely going to pass... that even if you fail, won't make or break you. Basically you could drop the
CCS all together, or you could drop the
LC and put some heavy weapons in the
CCS to take advantage of the BS4, and/or fill out its special weapons.
Lewismio wrote:Elites
7 Ratlings 70 pt
Ratlings are good, I usually recommend a squad of 5. If you need points elsewhere, you could take the points from here.
Lewismio wrote:5 Storm Troopers 1 Melta gun 1 power sword 105 pt
Storm troopers are WAY too expensive to be effective at anything. Drop them. Compared to Veterans they are more expensive, and less effective. The only thing storm troopers are good against are
MEQ, as the whole squad has AP3. In light of this, if you want to take the squad for anti
MEQ, you should arm it with plasma... as it is the only weapon that really works well with this squad. The squad is absolutely terrible in melee, so drop the power weapon and don't let them get in melee. A 5 man squad will get killed before it has a chance to attack in melee, and because of our poor
WS and poor S you won't get any attacks to connect anyway. Melta should be dropped because 1 melta isn't going to get the job done, and it requires you to be in 6" of the enemy. Why spend 105pts on a 5-man single melta squad... when you could spend 100 on a 10-man squad with 3 melta? If you are going to keep the Storm troopers, fill the squad up to the max number, and give them plasma... and use them to kill
MEQ, not vehicles.
Lewismio wrote:Troops
Vet Squad 1 flamer (vox box) 80 pt
No. Vets have BS4, and can carry 3 special weapons each. Flamers should be used in squads that have BS3, vets should have grenades or something that benefits from their good
BS. You should also fill out the squad with all the weapons they can carry. Special weapons are the only thing that makes
IG worth anything. Lasguns are the single worst weapon in the game, if you don't believe me do the math out. Just expect the lasguns to do nothing worth while. In a squad with just 1 flamer, why do you have a vox? What in this squad was worth giving an order to? Drop the vox, swap the flamer to
GL, and give the squad 3
GLs. I would also recommend some heavy weapons, as you are lacking a lot of heavy guns in your list.
Lewismio wrote:Vet squad 2 melta guns (vox box) 95 pt
Melta vets need a transport or they will die before they reach their target. Take 3 melta, to make sure the job gets done, because melta vets frequently die before they get a chance to do anything else... one chance to get it right. Drop the Vox, this squad will likely be too far away from your
CCS to benefit from orders anyway, as they will be charging vehicles... and they can't receive orders in a Chimera anyway, which they need to have.
Lewismio wrote:Platoon Command Squad 2 flamers (vox box) 45 points
Infantry Squad 1 flamer (vox box) 60 points
Infantry Squad 1 flamer (vox box) 60 points
Platoon with flamers is great. Platoons are good for eating shots for the rest of the army and protecting your rear lines from assaults. Flamers are good because they correct the BS3 issue you have with platoons. I would recommend you fill up the platoon squad with its max number of flamers, and position them just behind your 2 infantry squads and flame over the top.
Lewismio wrote:(Heavy Bolter Team, 3 heavy bolters) 75 points
HBs are ok, you lack a lot of anti armor, so I would recommend you upgrade to autocannons or lascannons.
Lewismio wrote:Fast attack
1 Hellhound, smoke launchers and Heavy Stubber, heavy flamer 145 pt
Love this vehicle. Smoke is pointless, because the Hellhound is fast, it will always be on top of the enemy, and it should be shooting... not hiding. Heavy flamer doesn't work well on a Hellhound, surprisingly. Inferno Cannon has a longer range than a regular flamer, so
imo a
HB will be able to work better... as it can make the
IC's range. Stubber is ok, up to you... I generally don't take them.
Lewismio wrote:2 devil dogs, 2 multi meltas, smoke launchers 280 pt
If you dont hit, it will scatter...
2D6 scatters an average of 7". 7 minus 3 is 4". If you don't get the hole of the blast over the vehicle, it will be useless. Also you have to be at 12" range to melta, but you should probably check with some rules lawyers to figure out how melta works with scatter. Again, smoke is useless. Multi meltas are good for this tank. Overall, 1 would be a maybe... but you definitely don't need 2. There are better/cheaper options for anti vehicle
imo. Vendetta would be one of them.
Lewismio wrote:Heavy Support
1 Leman russ battle tank, (Heavy Bolter Sponsons)170 pt
Can't use the
HBs if you move, should drop them. If anything put in a hull lascannon.
Lewismio wrote:1 Leman russ battle tank 150 pt
Fine.
List is ok. Not really good, not really bad. Infantry side is really weak. Armor side is basic, and probably could be done better.