AnomanderRake wrote:I have to agree with the Blood Angel on the Executioner (though not on the spelling); it's a very expensive unit to have to risk overheating on. On the whole this looks like a pretty unfocused list; you've got a little bit of mobility, a little bit of long-ranged fire, and a little bit of numbers, which means you're relying on not very durable individual elements to do any individual thing. I'd recommend focusing on a smaller section and taking more redundancy in individual areas rather than trying to spread a list across everything. I realize you don't know what your ally is fielding, but whatever he's using (or she, we don't discriminate here) it'll be more helpful if you have some redundancy in whatever you're using so that one ill-timed destroyed unit won't derail your battle plan.
I feel like, since you need to roll a 1, then a 1, 2, 3, and THEN a 1, 2, 3 again thanks to the 4++ from the skyshield, the cannons will have only a ~4% chance to even cause a hull point loss.
I sort of disagree on it being "unfocused"...the focus is having 3 tanks with a 4++ loaded with plasmas on a pad for the first 3-4 turns. The Chims will have a 24 inch threat range on nearly everything, which will reach into my opponents deployment zone directly opposite the pad, and cover nearly all of midfield, and the
LR will be even better. Once the enemy's a bit more thinned out, I'll be able to drive down, and at that point the lascannon will hopefully have done its job. The Vendetta will hopefully be able to counter anything in the corners the pad can't reach tank-wise, and it's fairly likely I'll have a
CSM partner with a Heldrake and Baleflamer (seriously, there are 7 guys besides me in the tourney and 5 of them have this) to take out infantry hiding in the corners. The biggest thing I'm worried about is lack of troops, but Marines are pretty durable for capping objectives, and it's guaranteed my partner will have
MEQ (the other two are necrons and space wolves).
I was thinking about putting the
CCS in the center of the pad to give orders to the vets and
PCS--but it's a great point that I should switch the loadouts on the
CCS and
PCS, not sure why I didn't think of that myself. I've personally had great success with countering heavy deep-strike armies with the OOF--it helps alot when instead of having to deal with 4 squads in my face I only have to deal with 2 or 3. And the
MOO is just gravy. I don't think camo cloaks will help as much as those upgrades, seeing as they'll be on the pad anyway. I could drop the OOF and Las and the Snipers and pick up a
SWS or
HWS, but honestly I don't feel like 3 mortars would be better than a Lascannon,
MOO/OOF, and 4 Snipers. If my math is off or I'm missing something, please feel free to correct me, I'm admittedly a noob at this game, only started 6 months ago.
As far as the squad in the vendetta goes, I was hoping to drop them in cover/on an objective around turn 3-4. It might be worth it to make them more assualt orientated, though, I'll have to play some practice games.