Grevenilvec wrote:Oh damn, thanks a bunch Frankenberry!
What would you do if the same core remained, only you had to do a 1000 points?
Well, if you kept things similar to what you had/what I suggested, I would recommend a combination of the following:
-Veterans w/ Chimera and Meltas/Plasmas: 150-160
-Scout Sentinels 1-3 individual squads: 40-50 points per depending on weapons (I tend to go for autocannons)
-Tank Commander Punisher (with Pask upgrade) and an Eradicator/Exterminator buddy (This will require you to drop the
CCS and can be a little pricey), this adds AV13/14 tanks with scary damage output: Anywhere 270-350 points.
-Bare bones Infantry platoon,
PCS with 4 flamers (in a Chimera if you can swing it), three infantry squads with a commissar and a meltagun each. Maybe get a priest and toss him in there for Zealot and Hymns: Runs about 200-250ish points wise. makes for a good horde of scary melee guys that will eat anything that's not built to counter it (Nobz, huge Boyz squads, large amounts of shooting). Great for bubble wrapping your chimeras in case of deepstrike shenanigans.
-A second Grey Knight Terminator squad, runs 175 with a single hammer (I think you can do 1
HQ and 2 Troops as allies, apologies if I'm wrong)
-A Dreadknight fully kitted with two ranged weapons, a sword, and a teleporter. Apologies if allies can't take heavy support, I never take allied detachments so I can't recall what they're limited to.
Upgrades: Honestly, I'd have to say dozer blades on everything. If a Chimera can't move, it's dead. Without being able to force your opponent to shoot at the av12 front armor they'll get flanked and die - Veterans inside need their rides in order to be effective.
Edit: I forgot to mention Primaris Psykers, if you have the points, taking one wouldn't be a bad idea - have him roll on a discipline that benefits a mobile force, something with some witchfires that are scary and use him to supplement a push.