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Hi there, few questions.
1) You've spent 75 points on grav pistols. What was the logic behind this? They're pretty rubbish weapons all in all. An extra grav shot at 12" is not worth 15pts a go. Concussive only works if you cause an unsaved wound.
2) Grav guns are salvo weapons, making them somewhat awful on anything not relentless. Plasma guns are a much much much better buy for tactical marines.
3) Your tactical squads are a bit strange. I presume this first one is 9 men to fit in the captain? If so, why is the unit set up for close combat? Rhinos are terrible for getting people into fist fights. Put that captain on a bike and have him ride with the White Scars as a bare minimum.
4) Your second tactical squad is 10 men but has no heavy weapon. That seems like a wasted opportunity.
5) Your Iron Hands don't actually benefit greatly from being Iron Hands. Rhinos will die in a turn pretty easily and 6+ fnp across some tacticals is not really worth it.
6) You have no long range and no anti-air support. This will be crippling in the long term.
Consider the below which is tweaked round the same basics. I'd recommend dropping something (a troops unit or the captain) to facilitate some anti-air.
Khan, Bike - 150
Captain, Bike, Artificer Armour, Power Fist - 155
Command Squad, Bikes, Apothecary, 4 Grav Guns - 210
8 Bikes, 2 Melta, Attack Bike w/t Multi-Melta - 243
8 Bikes, 2 Melta, Attack Bike w/t Multi-Melta - 243
10 Tactical Marines, Plasma Gun, Plasma Cannon, Rhino, Dozer Blade - 210
10 Tactical Marines, Plasma Gun, Plasma Cannon, Rhino, Dozer Blade - 210
Land Speeder Typhoon - 75
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