Lorna wrote:'Fatum Umbra' Tactical Squad - 90
+5 Marine - 80
Meltagun - 5
Power Weapon - 15
'Umbra Ferrum' Rhino - 35
Why are you giving your sergeants power weapons? Most advise is to either go with
PF or nothing at all. I suggest the
PF for a squad that will be acting aggressivly to take objectives in the center/far end of the board, and none for
TAC to grab home objectives -- scouts are also finely suited to the latter role.
In fact, I would drop one of the
tac squads, and replace it with scouts. Use those leftover points for the doom posse' discussed later on.
Lorna wrote:'Umbra Venisti' Assault Squad - 100
+5 Marines - 90
Total: 190
'Umbra Pennae' Assault Squad - 100
+5 Marines - 90
Total: 190
'Umbra Exsisto Volo' Space Marine Bike Squad - 90
+4 Bikes - 100
Attack Bike - 40
Multi-Melta - 10
What is the role of your bike squad? 240 points for a suicide squad to stop a
LR is an expensive option. Those points can buy a rifleman dread and a predator all on their own!
Would a
PW/
PF help those assault marines? When they get up close and personal, how will they deliver?
Lorna wrote:
'Firmus Umbra' Terminator Assault Squad - 200
3 Lightning Claws - 0
2 Thunder Hammers - 0
'Atrox Aer Umbra' Drop Pod - 35
With your army, you can take advantage of a huge cheeze in the rules, and bring 8-10 assault terminators with
TH/
SS. You can infiltrate them just over 18" away from the enemy, and since they fleet, they WILL be on the enemy on turn 2. Fleeting
TH/
SS terminators have a 13"-18" threat range, which is broken -- and why terminators should not fleet. 400 points of them will force your opponent to focus his entire attention to them, allowing the rest of your army to do as it pleases.
This will let you get your 20 assault marines up and personal, as all the real fire will be directed at the terminators.
Overall, your army is lacking in transport popping. You have no reliable way to crack open enemy rhinos/raiders/truuks/etc across the board, which would give your army a very nice edge. That aforementioned terminator doom posse' will be able to assault troops --- not transports -- on turn 2. Good anti-tranport units are rifleman dreads, land speeder typhoons, and
AC/
LC preads.