Hey thanks for your reply
svendrex wrote:1) I like how your strike squads are set up. That is exactly how I would take them.
Yeah I think thats about the only way you can use them sadly :(
2) I would drop the Normal Terminators on foot for more Strike Squad Guys. The foot terminators (or deep striking i guess) are not really adding much to the list.
3) ONLY 10 man squads get Psybolt ammo. NEVER on a 5 man squad. You are paying 20 pts for 3 paladins to get a S5 storm bolter. Just not worth it.
I actually exchanged the terminators for a unit of purifiers, main reason is this allowed me to use the raven to transport the Paladins and then I could deep strike the terminators, I was actually considering adding in a unit of 10
PAGK in a rhino but its going to hurt my wallet abit much, as for the psy ammo I had been thinking that was a waste, I was considering dropping the Paladins and just taking a unit of 10 terminators, I would then combat squad them, one with
GM in raven and the other deep striking.
Also, the Psybolt ammo is too expensive for the Storm raven. Just take an Assault Cannon and a Multi-Melta and be done with it.
This is just something I did so I can pretend they are psycannons and use the forgeworld psycannon kits, I just think it will look cool
4) Paladins NEED strong Inv Saves and Wound Allocation (each model is different so each one can take one wound before you remove a model) Here is my recommended setup
Psycannon and Sword
Psycannon and Hammer
Sword
Hammer
Stave
Why no halberds? Well.
I actually like the halberds, be it on terminators or paladins, I think if I get a unit of 10 I might get a mix of halberds and swords,
5) I think you should change the Grand Master to a Librarian. With Quicksilver, your paladins can hit first and still have the 4++ save in combat for protection. With Might of Titan, no Walker can tie you up in combat. Sanctuary lets you assault more and is bad for horde units that want to charge you and tie you up. Sanctuary helps to protect you from AP2 shooting.
You do not have a lot of units that would benefit from grand strategy as you would have 3 10 man troops units (if you take my suggestions), and nothing that would really benefit from scout moves or your other options.
I have been using a lib with my marines and decided I wanted a change, I have to say I was tempted to downgrade him to a brother captain, still I think most units would benefit from counter attack or rerolling one's to wound (would be great with all those stombolters)
6) Lastly, your venerable dread SHOULD have 2x Auto-cannons and Psybolt ammo. (maybe you could even take 2 Normal Dreads in that configuration instead)
GK NEED SHOOTING AT MORE THAN 24"
your only have a few good options for this. Rifle Dreads are probably the best. Razorbacks work as well, as do henchmen, but neither fit into your list well.
As good as they are I don't really want one in my list, I have a desire to paint the forgeworld one with
FW and psycannon