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ok. So I NEVER play competitive 40K, but even in a casual environment, I don't think this list is all that good IMHO.
What does calgar do? Does he go with the cents? If so, then you are sticking a almost 300 point HQ choice with only one purpose, and that purpose is to kill stuff. And you stick said HQ with a super shooty unit that cant do CQC for the life of them (pun intended). I would recommend a librarian with ML2.
The veterans are flawed with their weapon choices. You can fire the 2 melta at a tank turn one, and then all of them die so you cant use the 20 points in combi-flamers that you have invested in. The same thing happens the other way around.
I have very little knowledge about the competitive ways to use tactical marines, but the loadout is still kinda flawed. Unless you combat squad, the flamer wants to toast some gaunts or stuff, and the missile wants to shoot the giant flyrant charging you, and you cant 1- spit fire them 2- they both serve different purposes, one stays back and takes pot shots at MCs and vehicles, and the flamers destroys hordes. I would recommend units of 10 with a single melta and combi-melta in a pod, they can pop a LR, or shoot hordes or MCs from basically anywhere on the board, PLUS, you don't have to get the melta in range by trying to run up the board edge. Also, I don't know if you forgot the rhino on the 3rd tactical squad (because they are the same points cost), but if you didn't, get one. The flamer will never be in range if you don't, and they will be shot and killed.
The devastator squad suffers from a similar problem that the sternguard do. The mixed loadout never works. I might add versatility, the missiles cant do much against 2+ saves or heavy armour, and the lascannons can't do much against horse (unlike the ML's frag missile). I would recommend all LC or all ML.
The scouts are an interesting option, but why not just take a regular LS? The Objective secured does very little with your strategy, and the LS has more survivability (lack of open topped) and a better BS. For the price of the scouts and the LSS, you could get 2 LS with HF IIRC.
The dreadnought won't do much to get his points back. They are not the best, although fun. I would just remove him in general. A single MM shot wont really help much I believe, and with my general luck, it would miss lol. His back armour would probably be shot by bolters of the same sort of thing and die before he can get into the assault. And very few attacks to back that up (only 2, 3 on the charge!). If you are dead set on an armour popping dread, try an ironclad in a FW lucius patter dread pop (sometimes FW isn't allowed in tournaments tho, so check that one before you change your list) he can assault with a few more attacks and S10 AP1 armourbane is nothing to laugh at. But if you don't like that idea, then use all of the points saved to hopefully purchase another TFC.
leading to my next point, I like the TFC, but I like 2 even more. They are one of the best anti-infantry options that the space marines have IMHO. I think they are best taken in pairs, so they are not singled out like I see most of my opponents do. But lots of barrage blasts don't hurt.
I also like the stormtalons. Very good when taken in pairs IMHO, they are best used as A) amazing anti-infantry, with BS5 against normal infantry (strafing run) B) can be cheap anti-flyer. Although BS3 is not the best (again, strafing run) but S7 and rending on the assault cannon is nothing to ignore by most flyers (most are low armour value, basically nothing above A12, and most A10 A11).
The centurions speak for themselves. Very good, although lack of an invuln. + short range means you need to keep them safe. But when they shoot at a MC its dead. Keep in mind, it will toast a WK (even though its gargantuan, it is still wounded on 3+ with AP2).
Good luck at the tourney, may the dice gods be forever in your favor,
-Mikey.
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