Alright....
Firstly my whole army is anti-infantry standard that's what space marines do best. I have designed it to defend objectives. I think it does that well. So I'm not gonna mess around with that gameplan just to send suicide units in with meltas. Space marines can't afford that
putting a chappy with the assault marines is heaps smart. I need a hq for starters and the chaplain gives me a power weapon plus the ability to reroll all missed hits when I charge (which I will be doing with 'the most mobile unit in my army'). Where else would I put the chaplian. I'm gonna use that unit to charge troop choices that get too close for comfort. Think ork boyz, hormogaunts, kroot or even ig. None of those type of units are gonna win combat after a charge from 10 space marines including a flamer, two power weapons and all attacks rerolling to hit
and bro you might not care bout wasting land speeders but I do. Between the two of them it's 12 s5 ap4 shots a turn shooting 36" AND they can redeploy 24" in one turn AND they can Move/shoot seperatly Ownage.That's massive support fire. can you imagine them shooting at different fire warrior squads every turn? if I fit them with melta weapons I lose that support fire plus they're gonna be suicidal which means I'm gonna be saying goodbye to them.
and the sternguard are heaps valuable in that they can pretty much hurt any type of infantry. But I'm not gonna inhibit them with too many heavy weapons. They already cost 25 pnts each and they've got 4 different ammo types. Why would I give those options up for a lasconnon or multimelta shot, particularly when I wanna be shooting at infantry
I'm never gonna combat squad unless I verse a very heavily cc orientated army. It's heaps harder to take out a ten man space marine squad than two seperated 5 man squads
it's an objective army. In 1500 pnts I have 54 marines, 7 heavy bolters (one tl) two lascannons four missile launchers three hk missiles three plasma guns and two maybe three power weapons.
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