First off, you aren't allowed to post individual point costs. So you can say that your tac squad costs (for instance) a total of 190 points, but you can't say its metlagun costs X, its rhino costs Y, etc. I honestly don't see any synergy in your list. It just looks like you threw together a bunch of stuff that sounded good and called it a day. Like others have said, vulkan is underutilized. His rules are awesome; use them. Drop the devastator squad, 2 missile launchers isn't doing to do much for you. Scouts are really squishy. Because of combat squads, you can count 1 tac squad as 2 scoring units, which is good. Therefore, generally space marines don't need as many troops as other armies. I would drop the 2 scout squads, and use those points for another tactical squad. Also you have teleport homers everywhere, but they really won't be used much. The only thing that can use them is the small termie squad, so you aren't going to get much use out of them. I would have them on one, or two units at the most. But you would probably be fine without them. I would take the melta bombs off the tacticals. They won't be used much and are just kinda wasting points. Go all (or at least mostly) mech or don't go at all. Your one rhino is just going to get blown sky high first turn, so its not even worth having. Why are the sternguard all plasma? Actually, why are they plasma at all? For one thing thanks to vulkan, either of the combi weapons would be TL for them, and they wouldn't blow up in their faces. A popular strategy is to give them a bunch of combi-melta, put them in a drop pod, then drop in turn one and blow up the biggest tank you can reach. Make the ven dread a rifleman (thats 2 TL autocannons). He will demolish anything. 4 twin linked BS5 shots is going to rarely miss, and should kill a transport every turn. Plus it would be cheaper than it is now. Your land speeders are less than optimized right now. The typhoon is great, but the heavy flamers will never get used. Since the missile launchers are 48", you are going to be using them at range, and will never be close enough for the template. Stick with the heavy bolters, so if you happen to be close enough (which could happen), you can add those into the fire. And break them up into two 1 speeder units. It doesn't cost anything extra, and that way they can shoot at two different targets. Your pred is all by himself. He doesn't really have any other armor to hang out with, so every lascannon is going to be aiming for him. Try and find the points for the lascannon sponsons, they really synergize well with the autocannon, and help him punk tanks.
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