Take a long, hard look at MLs and GLs. Compare MLs to ACs, break down the math and ask yourself which is honestly the better weapon. LCs for AV 12+, ACs for AV 12 or less and everything else due to the Str 7 and 2 shots. Everything else is either sub-par or lacks the versitility of the AC. Just looking at the GL's stats should make you question using them. Actually using them should reinforce that.
Drop the Vox network and the medic. I would also drop the body guards and get Camo Cloaks and weapons to actually make use of that BS 4 of the CCS, such as plasma guns and/or a LC. At 2k points, I would take a OotF, as your bound to run into deep strikers and outflankers.
You probably do not need a 50 man blob, specially when they are not properly kitted out. A lone Scout walker could tie up your entire blob as they have nothing to hurt AV 10. Power weapons, melta bombs, and melta guns for attacking blobs. Add in ACs if they are defensive to be able to fire at range.
Put your PCSs or SWSs in your Vendettas. You shouldn't need Valks because ACs are cheap. This makes them mobile and the unit inside gives them some versitility to drop troops out to burn cover save based troops or for mech suicide. I suggest just use them as scoring gunships... move 6" and shoot, rince and repeat.
Colossus artillery gives you a weapon that can ignore cover saves. It is not a bad choice for a gunline list. Manticores give you target saturation. Hydras give you some additional AC firepower at a longer range, but 1 less gun than a AC HWS. They do give you the ability to mess with Mech-dar and other fast skimmers, which you will see alot more at 2k points.
The Vets, if stationary, should be using Plasmas and LCs due to their BS 4. I would then look at Sentries to give them 3+ cover saves. Sentries also take away the extra attack charging foes have, and most foes have a problem charging into terrain and are reduced to Init 1. If you have the points, give the Sarges power weapons to give them a slim chance in close combat. Melta bomb can't hurt either. Also remember you can use cover saves for 'Gets Hot!' saves, as this is key for your CCS as they should have at least 1 plasma gun.
Take a long, hard look at a Lord Commissar to baby sit some of your HWSs. Use his 'Aura of Discipline' to give them Ld 10 for Morale checks, pinning tests and Orders. The Orders isn't much of an issue since you have Kell, but the Lord helps them out alot when the counter fire comes in. Kell /and/ the Lord gives them a re-rollable Ld 10 for Morale. If your feeling risky, you can attach him to a squad to give it Stubborn, but on a failed Ld Test (and Orders /are/ Ld tests) he will execute one. If you buy him a Camo Cloak he would also give the unit a 3+ cover save... because all HWSs should be in cover.
If you decides to put your SWSs in the Vendettas, consider re-equipping your PCS. Maybe 4x Sniper Rifles for 'big game hunting', where Creed can make them twin linked with 'Bring it Down!' versus MCs. You can even give them 'Scout' buy using 'Tactical Genius' on them. I wouldn't outflank them or anything, but it does mean they get 3+ cover saves. You can do that with any unit really... might even be able to argue with your GMs that you can give it to an entire platoon, as per the reserve rules say platoons count as a single unit.
Might want to re-figure your list if you use these suggestions, as I am sure it will change alot.
Good luck! Go Pack Go!
Never waste a Special weapon slot, and make sure you give the BS 3 guys and the BS 4 guys the right equipment/weapon for the job.
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