|
Fair enough, I haven't played too much of the game anyway. In regards to the rad grenades, as far as I can see it doesn't mention them not stacking. It just says "these are special grenades that count neither as assault or defensive grenades, but have their own unique effect. During a turn in which a unit equipped with rad grenades launches an assault, or is themselves assulted, the enemy unit(s) suffer a -1 penalty to their toughness until the end of the assault phase. Note: this does affect the victims' instant death thresholds." Is it in anothe of the red books? Additionally, if it's just the unit that doesn't stack I can just disembark them all and charge invidually, each charge reducing the toughness by 1. That is of course if they stack. If they don't I'll have about 40ish points to spare. As for the anti tank stuff I was kinda hoping that the melts bombs would be able to fix that issue but I suppose that most tanks won't let me get that close. Yea the paragon blade is probably a much better idea and the quad gun was probably a waste of points I could throw elsewhere. As far as hard counters to vehicles, do you reckon just sticking to getting some Gravewardens into assault? The chainfiats will deal with anything really and those assault grenade launchers certainly pack a punch. What I liked about the spartan was that it had the quad lascannons on the side and I was somewhat hopeful I could get a few shots off at enemy vehicles with those. If I got rid of the quad gun I could add the flairsheids etc to keep it alive. Perhaps a few grave wardens in the spartan, some slightly smaller tac squads for objectives? I know what you mean about the lack of distraction. I was somewhat hopeful of the heavy support squad and whirlwind to provide that but a spartan would be any players top priority tbh. Automatically Appended Next Post: Alright, here is the updated list. I decided to remove the whirlwind and a few others. I want to try and keep the spartan if possible just because I love the idea of this huge tank lumbering down through the rubble as the Death Guard legionaries scour the ruins in waves whilst above them artillery pour fire into the enemies front ranks. 2000pts Death Guard HQ Legion Praetor: (190pts) Rite of War: The Reaping • Vulkite serpenta, master-crafted paragon blade, digital lasers and Melta bombs • Iron Halo Elites Apothecarion Detachment: (110pts) • 2 Apothecary with artificer armour Contemptor-Mortis Dreadnought: (180pts) • Two Kheres pattern assault cannon Legion Rapier Weapons Battery: (210pts) • 3 x Rapier Carrier with Quad Launcher Support battery’s (frag shells and shatter shells) Troops Legion Tactical Squad: (240pts) • 15 models with extra combat blades • Sergeant with power fist, rad grenades and artificer armour Legion Tactical Squad: (240pts) • 15 models with extra combat blades • Sergeant with power fist, rad grenades and artificer armour Legion Tactical Support Squad: (115pts) • 5 models • Chemical flamers • Sergeant with artificer armour and melta bombs Heavy Support Squad: (335pts) • 10 models • Missile Launcher with frag, krak and flakk missiles Heavy Support Legion Spartan Assault Tank: (380pts) • Armoured ceramite, frag assault launchers and flare shield I took your suggestion and tried to keep the spartan more protected whilst trying to provide some other threats for my opponent to worry about. The triple quad mortar I decided worked best. It may be overkill but 12 strenght 8 sunder hits isn't something to laugh at, plus if the spartan can survive the first turn it can bring its lascannons to bear as well. The heavy support squad stays the same and because I had some points to spend I went with the Support squad with chem flamers to add some more theme. Additionally I did some research on rad grenades and decided that a multi assault to try and *poof* an enemy unit would leave models isolated so I removed some rad grenades in the effort of saving points. I hope this list is stronger than my previous one. Additionally I can drop a quad mortar and the Support squad with flamers and invest in another, smaller, tactical squad or something else. It gives me around 185pts to spare if I remove the two
|