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Locally I'm running into a lot of Servo-skullz, wiping out my RG's scout move across the board. If you're not, good for you. If you start seeing them, perhaps consider dumping the RG Chapter Traits for something, more useful. The Fire Hawks Chapter Trait that lets your Vanguard and Assault Marines score as well as your Troops is great. Also buffs your flamers the turn they deepstrike, very nice for killing Tau.
If you're looking to keep the RG scheme, and pick up five hundred points. I'd say start with a five strong scout squad or two, will boost your scoring units, especially since you plan on throwing all of yours ahead towards the enemy. Sniper rifles are always nice, maybe include a HB or ML. Have seen a guy put a combi-grav on his scout sargeants, infiltrate within range and unload first turn with its salvo. Sniper rifles, ML's and combi-grav are all pretty good against a Riptide, for their points anyways.
Assault squads, five strong, with two flamers in drop pods are very cheap (85 pts each) against Tau I always bring as many as will fit. Great pathfinder killers. If you can sneak in a couple scout squads, the assault squads in pods, I'd maybe go with another LoD squad. Should be somewhere close to 500 points. If you're short of points, I'd look at getting your Raven down to 200. Might want to put some combi weapons on your Tac sgts if they points are available.
I'm personally not a fan of Termies in RG lists, but my guess is you were looking to deepstrike them in? Three scouting rhino's and two drop pod ASM squads first turn, with two LoD squads, a Termie squad and a Raven in reserve would be a fun TAC list. Just make sure you take your drop pods in odd numbers...
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