So,k this looks pretty nice. Note that you could equip OBG with all the bullygryn gear if you wanted to, if you wanted to heroically intervene with him as well as gaurd characters.
My one warning with this list is that any gaurd list with relatively few armor pieces (that haven't got some tank ace stuff like master mechanic or uparmor) will probably loose both tank commanders in the first round. So I wouldn't put the money into their side weaponry, especially cause plasma cannon can't be fired in melee, nor can demolisher cannon, so if someone DOES get this tank commander build into melee, its in trouble, firing its one heavy bolter and ramming for effect, while the vast firepower of its weaponry is stuck not shooting cause blast, blast, and another blast. I feel the chance of this happening (should your tank commander survive roudn 1) is not small, as the demo canon insures you won't be all that far from the front line. Tallarn can fall back after shooting, which works well for the thing, and some other doctrines add range to the guns, but cadians, you have to VERY carefully manage the approaches to the tanks to make sure the enemy can't walz in after you fire. It might be quite challenging to keep those screenedts while also controlling a few objectives and losing a few gaurd units.
Don't get me wrong, you have some good countercharge or heavy screening in the bullygryns, so its not a massive issue, but it is a weak point in the tanks when you factor in that cadian is a fairly static firing doctrine, the slow move gives out free reroll 1's and the order gives reroll demolisher number.
So, I dunno, I would probably use the 80 points elsewhere, maybe giving each infantry squad a heavy weapon, and the manticores both a hunter killer missle (gauranteed six damage with full payload!). Plasma cannon are nice, but not if they blow up unfired.
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