hello dakka,
I have a 1500 point game coming up next week against a
DE list and I'm looking for some advice on how to mitigate his turn 1 alpha strike. he usually runs 2-3 raiders w/ splinter racks filled with warriors, a couple ravagers and then some odds and ends like blasterborn and wyches in venoms. I've played against him once before and the sheer volume of firepower those raiders put out just murdered my marines. I had first turn, but couldn't do enough shooting (or couldn't get range, thanks to night shields chopping 6" off my max weapon range) to pop a single raider. it went downhill rapidly from there
here's my current 1500 point list:
salamanders chapter tactics
vulkan
xenos inquisitor
5-man
LotD squad with
MM, melta and combi-melta
(x2) 6-man
tac marine squads in rhinos w/flamer and combi-flamer
6-man
tac marine squad in rhino w/melta and combi-melta
5-man assault squad in drop pod w/2 flamers
stormtalon w/skyhammer missiles
3-man centurion
dev squad with grav-cannons, hurricane bolters and omniscope
5-man
dev squad with 4 plasma cannons
ADL w/comms relay
the
ADL is just there for the comms relay, so I have a better shot at getting my reserves in early (the
LotD, specifically). vulkan rolls with the grav cents to provide some charge deterrent and to tank wounds. the inquisitor rolls with the other
dev squad to provide prescience. the drop pod is a suicide unit.
my main concern is being able to take out his raiders ASAP. as such, I'm questioning my heavy support choices and the drop pod squad. the drop pod's amazing if it has troops to flame, but he's going to be bottled up in his raiders on turn 1. I'm probably looking at two flamer hits on rear armor unless I get lucky with long range shooting. not a very worthy suicide mission. grav-cannons are probably going to be crap against
DE, so thinking I might swap them out for a
LC/
ML loadout for more shots at his transports. I'm also torn about whether to stick with the plasma cannon
devs or use something else like
LCs or
MLs. I had a terrible time popping his transports last time, so I'm leaning towards more big guns (I had a lot more troops and a lot less heavy firepower in our first game).
I also have these models available, if anything seems more fitting:
5-man tactical termie squad
5-man scout squad
5-man biker command squad (assorted close combat options)
land speeder
dreadnought w/
MM & powerfirst
two of the rhinos can be made into razorbacks and the third rhino can be made into a predator
thoughts?