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Made in jp
Fate-Controlling Farseer





Fort Campbell

How effective will this be?  My only concern is my lack of Leadership bonuses.  Should I drop a Tac squad to through a Master in, and use the other points to put TH's on the infiltrating Dev squads?

Honor Your Wargear
Suffer Not the Work of Heretics
We Stand Alone
Eye to Eye

Epistolary with MoH and FotA
Term Command x4 Squad w/ 2 Assault Cannons

Devestator Squad x8 w/ 4x Missiles Infiltrate, and Tank Hunters
Devestator Squad x8 w/ 4x Missiles Infiltrate, and Tank Hunters

Tac Squad x8 with Plasma Gun
Tac Squad x8 with Plasma Gun
Tac Squad x8 with Plasma Gun
Scout Squad x8 with Bolters, Missile, and Vet Sgt with Teleport Homer

Devestator Squad x8 w/ 4 Heavy Bolters Tank Hunters
Predator Annihilator w/ Heavy Bolters and Smoke Launchers
Predator Destructor w/ Heavy Bolters and Smoke Launchers


Full Frontal Nerdity 
   
Made in ca
Fresh-Faced New User




i like your list !

altough i dont have my codex at hand, out of memory i think youd be better to move all devs to elite so you only have to take one trait advantage to give them vet skills (i may be wrong however, so check !)

also, the biggest problem i see is that you have no cc possibilities. mb drop the termie squad along the lib, replacing it with an assault squad with a master (thus solving the ld concern) and giving you a nice counter attack option

also, you should consider giving your tac squads at least some HB. at 5 pts they're almost free, and so much better than a bolter (in every situation)

ths scouts kinda loose their purpose, so mb a 6 man las/plas squad ?

imho, the preds are gonna get toasted pretty quick, as AV 13 is not so great (and AV 11 on ths side is even worse !) and you only have 2 tanks. would 2 drop podding dreads with AC and HF be a good idea ? these 2 can be pretty annoying...

anyways, just my 2 cents. could be wrong after all...
   
Made in jp
Fate-Controlling Farseer





Fort Campbell

I know I have a pretty limited CC capability, but the type of opponets I face, I'll be able to single out the CC units at range with my missiles, and whatever else makes it into the line, the marines can handle well enough. My Preds are kinda sacrificial lambs. My opponents have enough fear of them that they will draw the fire that could potentially thin my missiles and heavy bolters (and I know how Eldar hate tank hunting heavy bolters). Though dropping the Annihilator for a DP Dread might be a good trade off of points. As for the Librarian, he is a must have. His Psychic hood had saved me from the Eldar more times then I can count, and the Eldar player in my group is the only one that I really have troubles beating. I know the scouts seem out of place, but my Termi squad is something that needs to port in somewhere then on the firing line, so thats what they are for. The numbers are to hopefully keep them alive, and the missile to pop any tanks that get a bit too froggy. I needed to take the two traits so I could give the Elite squads the Infiltrate AND Tank Hunting ability.

I'm heavily thinking about using this list for a tournament this weekend. I really wish I had a chance to play test it first though.

Full Frontal Nerdity 
   
 
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