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I see the point about the flamers but was more of an objective clearer the turn after they arrive.
I know footslogging isnt the best option but I dont want to spend lots of money on razorbacks or rhinos atm so using ruins and the shrouded first turn will have to do.
Ive changed the list a little just to make it more mobile and a bit more in your face.
Captain
power sword, armour of shadows and auspex
CCS
apo and 3 plasma
Vangaurd
jump packs, 2 vets with twin claws, 1 power fist. sarg with power sword
Tac squad
melta and combi
Tac squad
melta and combi
Tac squad
flamer
Tac squad
flamer
Skyhammer:
Assault squad
melta bomb
Assault squad
melta bomb
Dev squad
4 multi- meltas, cherub and drop pod
dev squad
4 heavy bolters and drop pod
The idea behidn the auspex is my Captain is there as a combat deterent and can spend his shooting phase making units in cover easier to kill. I will most likely reduce the cover save of the HB dev squad target in the first turn or on any tanks for the meltas.
Vanguards too sweep around the side and support the rest of the army and hopefully scare off any potential charges on the CCS holding the mid game objectives
I do kind of want to make this a semi competitive tuned list and I probably will add in some transports later on but looking to mainly have fun for the moment
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