Sure, I get that now you mention it, that does seem weird, but then ones your
HQ unit that gives you up to 72" range with an INCREDIBLY powerful gun, and the others manning an artillery piece that gives you the flexibility to kill units that it can, or pin those that it can't.
And yes, MK is supposed to be an
ML. Damned phone keypad
Automatically Appended Next Post: Your first list is all about range too, which plays to the
SM's strengths. With that you can
- use 2 frag missiles per turn on hordes
- pin hordes
- down dark eldar skimmers in the very early turns, preventing them from getting where they need to be *in your face*, which is where you're weak
I don't know the nid list or their points values, but you should be mindful of that thing that buries under you and allows them to bring units in from your side. The same should be said for
DE Archons / Haemy's with
WWP.
Just don't let folk get close and list one should see you right.
Oh, and deploy your sniper scouts with one of your tech marines, in cover, to make them nigh un-movable
Automatically Appended Next Post: Hell, combat squad your marines, put the 5 with the
ML with the other tech marine and send your flamer squad out hunting.
You know, I might run this list myself