|
I have got only 1 drake and I will only be rubbing 1 till I can get a new job. Unless I figure out how to use the mold kit to make 2 more custom drakes. The real question is, When I take away all drakes, is this list strong? By taking away the best unit, and focusing on how to optimize the list before I even toss a drake or 2 in is the critical criticism I need. Adding a few drakes to a bad list is like adding exquisite spice to a turd sandwich. No matter how much pepper you add, it will still taste like flaming crap.
Abaddon@265
Termi+1, HF, pf not on champ, 2 pow maul, 1 pow sword on champ-158 (I do not like pow axe, convince me to take it. It has the flaws of a power fist but much less power.)
dedicated transport LR, dirge caster-235
Chosen, AutoCannon, Rhino, HavocMissleLauncher-147
Chosen, AC, Rhino, HML-147
Chosen, AC, Rhino, HML-147
Chosen, AC, Rhino, HML-147
(The chosen start disembarked with the rhino nearby blocking LoS, They will all mostly remain stationary until turn 3, then they move out to objectives in a mad dash to disembark turn 5 if they still have rhinos. If night fighting occurs 1st turn, then I will just move 12" and even pop smoke. Does cover save stack that way?)
Heldrake-BF-170 (imagine it not being there)
Havocs, 4 AC@115
Havocs, 4 AC@115
Vindicator, extra combi bolter-125
Or should I swap out havocs for pred, side lc-115? 8 ac shots vs 2 ac and lc shots.
Total 1751
This list attempts to be a gun line but when infiltrators or deep strikes appear 18" away, I will just counter assault with so many groups of Chosen that get base 2+1 for grit+1 for charge. The vindicator also is a fire magnet and infiltrator deterrent so if they do go for my vindicator then I will have chosen nearby to assault.I was thinking of spending points on 3 flamers for each squad so I can instead move 6" in a rhino, disembark 6" from the rhino, shoot all 3 flamers and snapfire the ac and 1 champ bolt pistol into the enemy squad that chose to infiltrate so close to my line. The key to this is flexibility between close combat and shooting but trying to output more attacks and shoot farther than plague marines & plasma guns or common tactical squads. Just 5 Chosen can output 15 attacks vs a squad of 10 marines with ccw that output 21, but the 5 chosen only cost 50pts less than 10 marines or 150 less than plague marines. With the AC, the chosen gets a range of 48" to annoy an enemy light tank or mc and most flyers while 4 marines idle compared to a squad of 10 marines but it is the same when they combat squad and split the heavy weapon. If AV12 and flyers were not a concern, I would spam heavy bolters, but is that 1 more shot worth losing 2 strenght and 12"? Abaddon with 4 termi is my deathstar that will try not to engage other termi.
Please tell me if the entire strategy and tactics are just horrible, because I am trying really hard to make Chosen shine.
|