timmythetool wrote:I would suggest a Heavy Flamer on the
LSS - remember that it doesn't have chapter tactics and only has BS3.
I agree with getting rid of the camo cloaks on the scouts unless you intend them to be dropped off in cover to shoot. If you intend them to assault, I would give them shotguns as you can't assault with bolters and give the sergeant a power fist.
I also agree with a drop pod for the tactical squad to get them in range for the twin-linking bolters - remember that twin linking also applies to overwatch when you get assaulted.
Maybe switch the plasmas for flamers? Would help whe you get assaulted as well - which you would facing dark eldar.
Would also suggest having a teleport homer somewhere to guide your terminators in - would suggest on the tactical squad sergeant as they would be dropped into the thick of things first turn.
I didn't realize it wouldn't benefit from chapter tactics,
HF makes more sense then. If that is the case then would you say going
BP/
CCW would be more beneficial for the scouts?
It looks to me like I can take a teleport beacon and melta bomb, and since I have the points to spare that would certainly help.
I'd really prefer to keep my setup more generalist. My main opponent is definitely something to keep in mind, in that I wouldn't want a bunch of grav weapons, but I'd still like to keep it
TAC.
So here is revised list...
HQ: 150
Librarian: Terminator Armor, Mastery 2, Storm Shield, Bones of Osrak (+1 Warp Charge, Re-roll failed psychic tests)
Elite: 225
Terminator Squad:
CML
Troops: 330
Scout Squad: 5x (Shotgun or
BP/
CCW?)Melta Bomb in a Land Speeder Storm w/
HF
Tactical Squad: Combi-
Plas/
Plas/
HB/Melta Bomb/Teleport Beacon in a Drop Pod
Heavy Support: 280
Devastator Squad: 4x Las
Vindicator: Dozer Blade
Total: 985