Well, do not waste the Flamers on your Vet CCS, as your now wasting their BS 4. Get them melta or plasma. Don't bother with the PW either on a 5 man squad, as they will get crushed in CC. If your going to do CC, get a couple of body guards (now it is a 7 man squad) and kit them out properly.
I would also drop the Chimeras or get 3 more... go full mech or go full foot. If you go full mech, they to squeeze in at least one LRBT. If you go full foot, make sure everyone has Camo-cloaks and Forward Sentries, as a 6+ cover save in the open is better than 5+ armor that 90% of the weapons in the game ignores.
Full Mech...
CCS - 145pts
4x melta guns, Chimera (ML/HHF)
Melta Vets - 155pts
3x Melta guns, Chimera (ML/HHF)
Melta Vets - 155pts
3x Melta guns, Chimera (ML/HHF)
Plasma Vets - 175pts
3x Plasma guns, Chimera (ML/HHF)
Plasma Vets - 175pts
3x Plasma guns, Chimera (ML/HHF)
LRBT Executioner - 190pts
995pts
Get a couple of Bolt pistols or something like that to round it out to 999-1000pts
Foot
CCS - 125pts
2x Plasma, LC, Camo Cloaks, Melta bomb
Primaris Psyker - 70pts
Vets- 185pts
3x Plasma, LC, Sentries, PW
Vets- 185pts
3x Plasma, LC, Sentries, PW
Vets - 155pts
3x Melta, Shotguns, AC, Sentries, PF
Vets - 155pts
3x Melta, Shotguns, AC, Sentries, PF
Vets -125pts
3x Sniper Rifles, AC, Sentries
1000pts
Attach the Psyker to a Melta Assault squad or hang him back, up to you. I think you get to ramdomly pick a power from a school, but I am unsure of this right now. Have the Sniper Vets camp a rear objective. Plasma can either move up or sit back and fire, depending on what you want to do. Playing Deathwing? Yeah...camp them in the rear to shoot DSing Terminators. Have the Melta guys rush forward and 'assault', but the AC even gives them a camping option. Camp the CCS next to the Snipers. Every turn issue 'Bring it Down!' Or 'Fire on my Target!' to itself and the Sniper Vets to kill vehicles/MCs or attack things that have a Cover Save to force a re-roll on a successful Cover save.
The PFs and PWs are for if you get in CC, as in someone charges /you/. There is also the off chance you will want to charge, like a FC unit... you might as well charge them first and take away FC. Remember to keep the Sergeant in the rear and try to avoid getting him in base to base first round. You have to move up the shortest route for 'Piling in', but it doesn't say which fig you have to move first. This means if another fig can get up there in base to base and it is the shortest route for it, move him first, then move the Sergeant last. All wounds are done are against those in base to base first. It means you might get two rounds of swings in if your lucky to do some damage before you break and run and get swept. The Fists at least give you an option if a MC/Walker assaults you, giving you a chance to kill it. Everyone else (beside the CCS, as you can use melta bombs in CC with MCs as well as vehicles now) better pray they get a hit on them as they come in.
My suggestions... hope this helps. Good luck!
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