Marcus9 wrote:Any feedback would be appreciated
Company Command Squad: 4× plasma gun.
110
I presume these guys are going in the Vendetta? Well, other than the issue of possibly giving up STW that should be fine.
Guardsman Marbo 65
Meh. Remove this if you come up with a better idea first.
Platoon 500
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Platoon Command Squad: 4× meltagun
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Heavy Weapon Squad: 3× lascannon
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Infantry Squad: Sergeant; plasma gun
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Infantry Squad: Sergeant; plasma gun
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Infantry Squad: Sergeant; plasma gun
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Infantry Squad: Sergeant; plasma gun
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Infantry Squad: Sergeant; plasma gun
Veteran Squad: 3× meltagun.
100
Either this or the
CCS won't have a transport. Either ditch the specials on the
CCS and run that barebones in R&R mode, give this unit a Chimera or invest in another Vendetta somewhere.
1 Vendetta Gunship 130
1 Leman Russ Squadron 300
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Leman Russ Battle Tank
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Leman Russ Battle Tank
LRBT's are the worst variant arguably. The only advantage is the lack of concern over range, but honestly you take your
LR's for killing power, which these lack to be honest.
I would definitely scrap every plasmagun in the platoon (at BS3 and impeding your
CC ability they're worthless and at worst losing you 20 points at a time with those
GH! rolls) -this way you you only need to spare 15 points (start by scrapping Marbo or those
SW's without transports) upgrade both these tanks to the far superior Executioner which can actually tackle
MC's and particularly Riptide/Wraithknights reasonably,
TEQ considerably better and gain a bit more overall anti-infantry firepower.
Don't give them plasma sponsons though.
Azrael 215
5 Tactical Space Marines: Space Marine Sergeant; meltagun.
80
Drop Pod here (consider Combi in that route) or replace that meltagun with a heavy weapon for home objective capping. But honestly, Scouts are cheaper and better at the latter.
1,500 points