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Mech vets benefit from Manticores and Hydras greatly. Russes, not so much.
What happens if you don't go first? the 30 point Astropath is too useful to leave out.
Your anti-infantry is plasma cannons from the tanks. Not enough. If your force is de-meched, it's over.
Are the "Valkyrie with Lascannon" entries supposed to be Vendettas?
This list structure worked well with some Daemonhunters cheese last year -- things like double Mystics for deep strike defense, psychic hoods, &c. Now that's gone or replaced with rancid Witchhunters velveeta.
Also, you're not playing a friendly list. I wouldn't assume you could go a even point over 2000 when playing full mech Guard.
Suggestions:
* Manticore x2
* Hydra Squadron (2 or 3 vehicles)
* Regular Guardsman platoon to act as bubblewrap vs drop pods, DoA jump armies, or Shrike-led infiltrating terminators. Maybe add Al-Rahem for an outflank possibility in other games. The PCS is mounted in a Chimera with 4x Flamers.
* Two CCS (various combos: 4x Meltaguns, 4x Plasmaguns, 3x Meltagun + Flamer, &c) before buying Vet squads. CCS troopers are BS4 veterans too!
* Must take the Astropath. And if you want to stop people from reserving against you (without uncertainty), the Officer of the Fleet.
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