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Even with "extra 1 of each weapon” the guns don’t add up. The only MM in the BaC box is the one on the arm of the dread. You might also be shy on combis, depending on what you got.
Where is the captain going? I think you might be better off with the other HQ in the box. He can be run as a chaplain or a captain, depending on how you paint him. At low points, I think a chaplain might serve better.
In general, you don’t want to mix weapon roles. What is the rest of the squad going to do when the one man with the melta shoots at a tank? If you do want to put some AV in an otherwise anti-infantry squad, make sure there are enough shots coming out of it to get the job done. I like a MM/M, c-melta tac squad myself.
With your sternguard, you have a lot of expensive guys, made more expensive with one-shot short ranged weapons. Footslogging. If they were in a drop pod, I could see it. But these guys are going to get shot up before they get much done. I’d drop the combis and run them naked. Use the points saved to add more bodies.
Are the tac squads 5 or 10 men? Need 10 to take both the special and the heavy. Think about their roles, and what you need them to do. Who’s sitting back holing objectives? Who’s going out to take them? It might be worth having a 5 man tac squad with a ML just to sit back and camp. The squad aggressively moving forward should be packed with melta. Or flamers, but not both in the same squad.
In general, I avoid vet sarges in non-CC squads.
Dread should do OK, although I’d have gone with the AsC.
One thing you should think about is where you want to go with this army. How does it look at 1,000 points? 1,500? etc. For smaller lists from new players, you don’t want to build stuff for low point games that’s just going to collect dust in larger ones.
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