PJFrost wrote:CCS 50
AutoCannon 10
AutoCannon 10
Total 70
Can't do two
HWT in the
CCS... drop the
AC for
GLs. They will serve you well, and they have good synergy with the
AC: similar strength, same
AP.
PJFrost wrote:Veteran Squad 70
HeavyBolter 10
PlasmaGun 15
PlasmaGun 15
PlasmaGun 15
Total 125
Plasma is great, but mixing AP2 and AP4 is a really huge difference. Because you have to fire all shots at the same target, you would waste shots from the
HB every time you shot at something that had high armor. Best to leave the
HB out and just go with a squad of plasma. Maybe consider a transport. As for
HBs in general, I feel that
ACs are generally more effective.
PJFrost wrote:Veteran Squad 70
Meltagun 10
Meltagun 10
Meltagun 10
Chimera 55
Heavy Stubber 10
Total 165
At low point games, the stubber starts to be less useful. You could do more with those 10 pts elsewhere. 3 melta in a chimera is not a bad squad. I am not a huge fan of melta, because it usually makes for suicide squads. Also at 500pt games, you probably wont see that much Av14, let alone pure Av14. Most armor you see at this kind of game will be lower Av12 or Av10, or if it is Av14, it will have weaker side or back facings which you should try to exploit.
PJFrost wrote:BaneWolf 130
Heavy Flamer
Heavy Stubber 10
Total 140
Stubber really doesn't fix with the banewolf, differences in strength and
AP make it sorta odd to spend 10 more points on a few shots that won't do much.
PJFrost wrote:Also, I've noticed a lack of love for Vox-Casters. are the order rerolls really not worth the 5 points?
Vox require 5pts per squad. The larger your army, the more this costs. It adds up quick. Consider that most squads can pass a
Ld check without help. Consider that most squads don't need orders to be effective. Most of the orders are only slight bonuses; I think most people would agree with me that
BiD! and
FoMT! are the most powerful orders. (Twin-linked against vehicles and
MCs, force enemy to re-roll cover saves.) Bid used on heavy weapon squads don't need vox, because
HWS can't have vox.
BiD on infantry squads will only affect 1 heavy weapon at most, and maybe a few special weapons will have range. The difference is minimal, because the squad can still do its job without the order, and the order has a good chance to pass anyway without the vox. Same goes for every other order, each order can be given and passed without vox, and most squads can get the job done without orders in the first place. Furthermore, you can modify
Ld saves easy enough. Commisars, Kell, and other options exist to buff
Ld saves.
Now, that being said... there are some situations where vox are useful. For 5 points, you can give a
CCS the ablilty to reroll orders it gives to itself. This is useful if you have a lascannon, or a
MoO (who is really really inaccurate, but can benefeit from
BiD orders in larger point games). Also if you blob squads, you could have an order affecting up to 50 infantry, up to 5 heavy weapons, and a mess of lasguns and special weapons. Where I really think
FRFSRF! is a waste of an order, giving
FoMT! to a 20 or 30 man squad can make a big difference. In situations like that, you could drop 10 pts to get that one big squad rerolls. Just try to weigh how much bonus you get, and how important it is that you MUST HAVE that order. In most situations you don't NEED and order, so it is simply better to take the points and upgrade some weapons in a squad.