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A few points to make here, but overall nice start! First of all, don't post point limits of all the "stuff" (it's against policy) and also just cut the "free stuff" you get like sgt, boltguns, etc. It clutters the list. You can't really attach "stuff" to the Skyhammer and use it the way you think... it's sort of a murky area, but GW tried to clear that up with their in-draft FAQs (from their Facebook page).. so once those are out officially it will help. I mean, yeah, it would be cool to attach 5 chapter master smash facers to a 5 man assault squad and charge erverything turn 1... but it doesn't work like that That being said, there are still lots of good ways to use the skyhammer. I suggest either having it be your full-force instrument of death, or have it just be supplementary. In the event that it will be your hammer, go fully decked out, both in bodies and weapons IMO. If it's just a tax to help "pin stuff", or get devs on the field early, lighten up on its contents. In your case, It looks like you're sorta "half-in" on it. That being said, some things to consider if you are using it as your primary force: - The devs should have the same heavy weapon and a dedicated purpose. Grav to kill anything, multimeltas to kill vehicles on the cheap, or heavy bolters if this force is to shred infantry. I recommend the Cherub since its cheap, especially if taking MM or Grav, where each shot can make o break you. I also wouldn't waste points on the sgt, but rather use his signum for BS5 on someone, unless you're going to get twin-linked on the drop thanks to a set of Chapter Tactics (star phantoms or ultramarines). - The devs should be 10 man, combat squadding on the drop so that you can use 5 bolters to pin a different target than the heavy weapons. - As for the assault squads, I actually find they do best against weak transports... I would recommend taking a full 10 man unit, and combat squadding, with 2 eviscerators and a melta bomb in one squad, and the other 5 members just fighting weak infantry that pop out, or tying stuff up. I use this in my list and it works extremely well against battle company, etc. - Finally, don't forget that you can use this formation on turn 2 as well, which (depending on your local meta) may be the better option. Whichever you choose, make sure the CAD you're taking supports this... you don't want half the army in turn 1 getting no where, then turn 2 feeding the skyhammer to your opponent... either put all your eggs in one basket turn 1 or build the CAD to survive tili turn 2 then counter-punch. As for the CAD... I'd make some basic cleanup adjustments besides the aforementioned point... tactical sgts usually don't last long enough to swing that really expensive vet pf... so I like to recommend tac squads just using all bolters and shooting from hatches on rhinos (with a special weapon or heavy weapon)... I think razorbacks are a trap (can elaborate more if you'd like but that's a whole different topic lol) and I think if you're investing in the terminators (which is fine) possibly put the libby and chaplain in term. armor too and join them. I'd try to get a locator beacon on some pods though so they can deepstrike reliably... hopefully them and the skyhammer on turn 2 could work out for you? Hope that helps!
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