Big Blind Bill wrote:There are so many things I would change here:
i)
Tac squad cannot have multi melta and meltagun if there are only 5 guys, its one or the other.
ii) I'd drop the Wolf guard and use the points to get a 2nd rune priest (
SW can get 2
HQ per slot remember). (wolf guard are so points inefficient).
iii) Replace the banners to get one more
GH per squad.
iv) 1 darkshroud is enough. Never upgrade the gun on it, you want it to be boosting to get the 2+ cover save, so it won't be shooting much.
v) longfangs can take up to 5 missile launchers per squad, plus the sergeant. Add another.
vi) Consider some black knights. They are a great unit on their own, and their -1 initiative from their grenade launcher works with
JOTWW.
Firstly, there are awesome points you have there, man, and I'd like to thank you for participating!
i) Duly noted; I wrote the list up on Quartermaster without the codex in front of me and since it gave me the option to do both in a 5 man squad (and not having much
exp with the 6th ed codex) I was all like 'hooray!' And took it.
ii) you might have a point here; I've never used
SW and was going off other stuff I've read around which seemed legit, but when you bring up the possibility of another rune priest, you might have a good point; was thinking of dropping the
PF's out of the squads altogether and maybe just going meltabombs too... Haven't gotten to play 6th much and I know the challenges have really nerfed
PF's...
iii) don't know if I agree with you on this one; rerolling 1s, especially when it comes to armor saves, might be worth a lot more than just one more
GH. I only have 2
GH squads and I'd like to squeeze out as much survivability as I can out of them..
iv) the way I wanted to play the 'shrouds is to use them to cover the bikes and other infantry I can drop down close to them as much as I can, and I thought that since I was looking to turbo just once really then I might as well use it as a mobile Asscannon platform whilst it was standing around, or moving short distances; I wanted to have two in order for the 2nd one to also raise the survivability of my vindis (as well as whatever I drop next to them)... Might think about this one though, as a lot can be done with 100 pts...
v) this was mainly a points-related decision, but I think you might be right about this too- probably worth shaking up some other things to squeeze another loaded fang in.
vi) I'm not totally convinced about them because of points/survivability ratio, and also because I don't think they're effective in small squads. Also, I don't have the models. I think i'll proxy them in for fun at some point to get a feel for a good 7-man squad.
Thanks again for all the tips man, I'm gonna have to give the list another once over and repost it depending on the things you've said here!