BewareOfTom wrote:I think the
MotF would benefit better from being put on a bike, sure he doesnt have an invul but a bump in toughness helps, and you can always move him around to get jink. also gives options to runaway or get farther back for stronger shot, while with that armour your paying for a 2+ armour save you already have (and the whole special invul for a turn is meh
IMHO )
also, why in the first squad do you have a multimelta instead of a meltagun? he'll be forced to snap shot when he comes in and then is forced to stay close the pod if he wants his full
BS
and why have a heavybolter in the one tact squad? I still say missles are much better
lastly, try to get an odd number of droppods, it helps with droppod assault rules

Really the reason I wanted to go with the armor is it allows him to move and also fire the Conversion Beam, otherwise its a heavy. The armor not only gives the 2+ Invul for one phase of my choosing, a normal +6 Invul, which is what my
HQ is lacking is a Invul save. I will look into the bike but Im not a big bike fan although they are picking up steam in most lists I see now. That added to the FNP6+ and
IWND rule for characters/vehicles, I wanted to make him a little harder to drop and make him more of threat. (Note: I understand the armor is expensive for what it does, maybe drop the 2nd
HQ slot and add some servitors to him)
I will re-look the weapons, looked around and unless I plan for them to camp the closets objective, like I do for one of the three
tac squads, then specials probably outweigh the usefulness of the heavy snapshots.
I thought I had a odd number,
lol, so I will figure out how I messed that up. Might even have to move some points around to fit that extra 35 back in there.