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TWC are a trap, probably. TWC seem nice on paper, but compare 3 twc to a bike command squad w/ apoth. Both clock in at 150 pts. The twc bring 15 s5 rending attacks vs 15 s4 for the bcs. But the the bcs has 7.5 effective wounds because of FnP, gives FnP to characters, boosted jink save, cheaper storm shields, skilled rider, better weapon options and better/more HoW. I feel it's hard to justify the small assault boost over all those advantages of the bcs.
I feel combi-grav are a waste. 1 round of shooting vs 4+ for a 5 point discount does not seem like a good deal to me. I tend to use the sarge as an ablative wound, and he doesn't qualify as such until he gets that shot off now. More importantly, you only have one ablative wound because of the attack bike, meaning if you take 2 wounds you're losing something important, versus 3+ wounds normally. YMMV.
I don't like Dreadnoughts, especially one by itself.
I dislike scout squads even more, especially as White Scars. And on top of that, you have infantry Troops in your allied detachment, making them even more redundant.
A single Stalker is a joke for AA. If the enemy doesn't have fliers, it's a waste. If they do, they'll simply drop the Stalker on t1/t2 and have free reign. Either bring significant AA or none at all.
After removing the TWC, I'm not sure I see the point of the SW allies in your list. Space Wolves have access to the best psychic table (Divination) and the best psychic defense (runic weapons) but you're not taking them. Instead, you're tying up your allies slot by taking basically a tactical squad, a dreadnought and a sidegrade to the beatstick chapter master (at best). Either do something with them that your primary list can't do or ditch them.
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