Jangustus wrote:um well it seems a bit odd really to be honest, there isn't a defined theme running through the list at all, it looks a bit thrown together.
Sicarius is expensive for what you get. Whilst he has some nice abilities, the Ld bonus isn't that amazing in a Ld 9 army with ATSKNF and combat tactics.
I find that he is not to expencive for what you get, he just isn't overpowerd like vulken. But with seasing the initiative, giving one of my squads tank hunters, and making everyone
Ld 10, he does a good job. I also find that he is good at killling nid mosters.
Jangustus wrote:Chaplains are iffy really. You have nothing in this army that will do anything to a good CC unit. The bikes while very tough, and will be hard to ill, won't kill much in combat either, and will suffer against any top combat units, and hidden powerfists will hurt them a lot.
The chaplain is there to make the bikes better at
CC. The bikes are not meent to be gods in
CC, just to be abble to take stuff on reasonably well. If you think that there is something else just as good for 135 points, I would consider it.
Jangustus wrote: Since Land raiders have no fire points combat squadding the tactical marines means some easy units to kill before they have destroyed the raiders.
I have to dissagry. I find that 5 marines, though not as tough as 10, still take more than a little fire to kill. What I do with the heavy weapons combat squad is I put it in a ruin with good
LOS and just have it sit there shooting stuff. Plus, if there shooting at my tacs, there not shooting the bikes or the land raiders.
Jangustus wrote: 1 lascannon does not a serious anti-tank unit make, it will struggle against heavy vehicles to make an impact. (good versus transports but not reliable).
The lascannon has tank hunters, (as does the plasma gun, but I will get to that later.) so is a threat to anything below
av 14. Plus, the lascannon is not meant to take on land raiders all by itself. It workes together with my land raiders and bikes.
Jangustus wrote: Plasma gun is not a good choice for tactical marines, stick to flamers or meltaguns. (it's too expensive).)
I do stick to meltas and flamer, exept on the tank hunters squad. On a squad with tank hunters, the flamer obviusly dosn't make sence, and if you think about it, nether does the meltagun. The meltagun is ether outside of 12", so isn't getting out of the land raider, or is witin 6", where the avarege roll is 7, making for a total of 15. The plasma gun on the other hand is now
str 8 against veicles.
Jangustus wrote: Don't put a power weapon on a tactical sergeant, it is the worst option for him. With his stats he'll be lucky to kill 1 opposing marine a turn. Either go power fists on both units, or just leave them with bolters. (I prefer leaving them with just bolters as they shouldn't really be in combat anyway, and with combat tactics you have a chance to remove them from combat anyway)
I put a power weapon on the sarge as a "just in case" mesure. It is there to protect the mariens if they do get charged, and, if they want to be charging (against Tau or Guard) it makes them that much more killy.
Jangustus wrote: The bikes are solid, but extremely short ranged, and as most of the rest of your army is hiding in land raiders, they will face the brunt of the enemy shooting for at least a couple of turns. This they will struggle to survive. (of course lots of LOS blocking terrain will help here). And again they will only beat non CC troops in combat most of the time.)
I don't think that the bikes will take most of the enemy shooting, because they will be bussy shooting at the land raiders, so if they are shooting at the bikes, it will be with anti-infantry weapons, wich are not that scary to bikes. As for the assault, that is what the chaplain is there for. In addition, they don't need to be destroing the entire squad, because the enemy is going to have a hard time killing them with anything but powerfist, and if they have power fist everywhere I am not charging unless I have to, and because bikes are fast, they get to pick there battles.
Jangustus wrote: Land raiders are always a solid choice, and going for the normal ones give you some nice anti tank options.
Jangustus wrote: I feel this army seems rather randomly put together (it just feels that way, i know it probably isn't) and doesn't have a great deal of anti-infantry in it, so you might struggle against horde armies.
Hord armies are going to be a bit of a problem, but sence everybody has a bolter, and in the case of the bike squad, twin linked bolters, I can do okay against infantry.
Jangustus wrote: Hope this is useful
It was, thanks for replying.