Hiya, I thought I'd give you all a chance to destroy me, this list isn't for tournies, but does go up against a lot of armies that do, so it still has to be effective.
The Angels of Mercy Significantly Divergent Marine Army
Purity Above All +Cleanse and Purify vs-Flesh Over Steel Have Pride in your Colours
NEW VERSION OF LIST IN POST 3
1 Epistolary Librarian (HQ) Termie Armour #Fury Ancients ) @ 143 Pts
1 Reclusiarch (HQ) Pts Bolt Pistol (x1); Jump Pack Frag Grenades @ 107
5 man Terminator Squad (Elites) Assault Cannon (x2)
Auspex
@ 242 Pts
8 man Assault Squad (Fast Attack) Veteran with Power Fist +BP(x1) @ 206 Pts
2 Land Speeders with Heavy Bolter @100 Pts
1 LS Tornado #1 @ [xx] Pts
8 Tactical Squad (Troops) Plasma Gun (x2)@ 202Pts
1 Apothecary Power Fist +BP with Auspex
8 Tactical Squad (Troops)
Plasma Gun (x2)@ 202Pts
1 Apothecary
Power Fist +
BP with
Auspex
6 Tactical Squad (Troops) @ 132 Pts
Apothecary Bolter Auspex
1 Whirlwind <st1:place>Battery</st1:place> (Heavy Support) @ 85 Pts
Models in Army:37 minis (3 apothecaries)+ 4 vehicles
Around 36% in troops if that matters to anyone.
Total Army Cost: 1499
Its done ok so far, its never going to handle the 4+ LRC lists (although it has scalped 2)and gets in trouble against the 12 destroyer list (just tricky matching the mobility and range). But its a footslog, with very mobile support. Tactically pretty simple walking phalanx (crossover apoths)that protect jump squad and termies whilst the flanks are harried by the Librarian and speeders. If lots of ordinance on the other side, anti boom boom dispersion line, with cross-over near the middle so still covers the more expensive troops etc.
The whirlwind, might do something, but generally just forces opponents to spread out a bit so that its easier to pick out units.(and they can't just all hide in 12" square on deployment)It doesn't score its points back generally for me (bad scatter) but it makes people twitchy which is worth it, especially when it comes to charging spread units.
The Auspexs are again just a deterrent rather than effective in themselves they just make people reluctant to try kroot roadblocks etc.
I'm a bit too dependant on the asscans in the first few turns. And the way I've started using my assault squad they could be smaller- but keeping them large they can always start on a far flank and force split fire etc.
The phalanx is a bit obvious, termies up front to make people who fail target priority tests waste shots.6 man apoth squad is cheap, but also small so opponents seem to get obsessed with going after that one more than the others.
Everything is open to being smashed but particularly I could do with some advice about the libby, some people say dump him, but he's my only long shooter in escalation etc.(and he really bugs people)I could drop the termie armour and bolster the 6man to 8 man- it would put me 4 points over(unless someone has a better swap around), so I'd get a mild eyebrow raise. I could make him a smaller libby on a bike and combat shield so that he always has a good angle for fury, but that would remove my long shot in escalation.
I’d like to bounce the termies up to 6 man- but I haven’t been able to fiddle the maths around to do that without really weakening some other element.
3 apothecaries seems to balance well for me, 2 can get picked off too early, If I did drop a larger squad I could stick in a generic 6 man dev (1 las 2 miss for my lack of tankbusting?) and swap the second basic speeder up to be the 2nd with the tornado unit instead.Bit reluctant though.
Rip away,
KMB
EDIT- Wow, it must be perfect
,I'm off travelling for a week, so don't get offended if I don't respond immediately (I think I've written a fair chunk already).