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Bump both the Tactical Squads to 10 men, drop the combi-Melta and get a Meltagun and a Free Missile Launcher. When you play them always combat squad them and use the guys out of the transport to camp on objectives/cover with the Missile Launcher.
Get rid of the scouts entirely, the scout bike is really never going to work for you, the shotgun squad are superfluous as you now get much better scoring with Sternguard units and drop the storm because it only works when you have a scout squad.
Sternguard are pretty good when up close, mount them in a Drop pod with combi-meltas and Pedro and you get a precise application of force. If possible get 2 units, with combi-meltas in drop pods, and keep your dreadnought as Multi-Melta.
Predators aren't very good here, if you have 3 Pods at 1,000, and the mechanised Tac squads, you should be in your opponent's face very quickly, assuming you gave all your minimum sized SG units combi-Meltas thats 2 lots of 5 Melta guns in half range on the first turn. Thats going to beat the predator. Unless you're against fast armies like DE or BA the heavy bolters won't fire till turn 2. The Razorbacks won't be so great either, but they're carrying Meltaguns and if you can get it Powerfists, forward.
The 2 Pods that come down, being any combination of Dread, Pedro + SG, or normal SG, won't hold out for long, so the third will not be part of your opening gambit. However with the right placement of your pods and choosing the right weapons to use, you can do enough damage to key units before you start taking fire.
I don't have my codex with me, so I can price you this build but:
HQ:
Pedro
- Possible choices for expanding above 1,000: Master of the Forge (Get more dreadnoughts, a Rifleman would be helpful at 1,500+), Captain Darnath Lysander (strong synergies with Sternguard, also deters many opponents from assaulting, can break from the squad and hunt vehicles that aren't smart enough to move, very good against IG Squadrons that sit and shoot), Librarian (using Gate and Locator Beacons on your Drop Pods means you can have a single large unit of Sternguard teleport across the battlefield to pick away at weak points as they appear, but you must have them in a drop pod to get them forward early enough to work)
Scoring:
Troops:
Tactical Squad w/ Meltagun, Missile Launcher and Powerfist (Meltabomb is a poor stand-in, powerweapon against Marines with few vehicles, otherwise Powerfist) mounted in a Razorback w/TL-Heavy Bolter
Tactical Squad w/ Meltagun, Missile Launcher and Powerfist (Meltabomb is a poor stand-in, powerweapon against Marines with few vehicles, otherwise Powerfist) mounted in a Razorback w/TL-Heavy Bolter
Elites:
5 Sternguard w/ 4 Combi-Meltas and 1 Combi-Flamer in a Drop Pod (If you have spare points add 1-2 more 1 with combi-Melta, the second with Combi-Flamer, alternatively a Powerfist on the Sarge is also messy with Pedro)
5 Sternguard w/ 4 Combi-Meltas and 1 Combi-Flamer in a Drop Pod (If you have spare points add 1-2 more 1 with combi-Melta, the second with Combi-Flamer, alternatively a Powerfist on the Sarge is also messy with Pedro)
Non-Scoring:
Elites:
Dreadnought w/ Multimelta and Heavy Flamer in a Drop Pod
You get 6 Scoring units out of 7 on the table, which is great because 2/3 games are Objective matches, you can dictate the pace of the game and remove things like Landraiders or Ravagers in turn 1. Not sure if you can do this under 1,000, otherwise strip off the powerfists, Combi-flamers help when against infantry spam, but combi-meltas are important for dealing with tanks.
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