This list is meant to be competitive. While I don't want an a+ Grade copy of a tournament winning list, I'd like as much feedback as possible I'll take whatever is given to me into account. With this list, I've forgone my usual plasma tactica for a slightly more combat or close firing range army. While the army does retain minimal long range firepower [2ML, 2Preds, Thunder] It focusses on getting those razorbacks into the fight and disembarking troops for the close assault - mainly to keep the heat off of my assault squad, which will pull units off major objectives or kill heavy infantry/horde. It can't take on the mech of its kind, but I'm hoping those two Land speeders can do that dirty scout move and take out at least a single key tank - hopefully - on turn 1. [and subsequent turns, but what is the likelyhood of that? They're not gonna survive two turns of shooting.] Rules Query: I'm currently unable to read the scout rule/check my codex. both are in a locked bag on their way home. My question is, can that scout rule for tanks = 18" flat-out or a 24" turbo boost? HQ: Chaplain Plasma Pistol Jump pack - 130 points TROOPS: Tactical marines 10 strong Missile Launcher Meltagun 175 points Tactical marines 10 strong Missile Launcher Meltagun 175 points Tactical Marines 5 strong 90 points Razorback Twin-linked Lascannon 75 points Razorback Twin-linked Lascannon 75 points Razorback Twin-linked Lascannon 75 points FAST ATTACK: Assault marines 10 strong 2x Flamers 1x Plasma Pistol 1x Power Sword 240 points Land Speeder Storm Multi-Melta 60 points Land Speeder Storm Multi-Melta 60 points HEAVY SUPPORT Predator Lascannon Sponsons 120 points Predator Lascannon Sponsons 120 points Thunderfire Cannon 100 points
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