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Missile Launchers are a "weak" heavy weapon. They're worse than Autocannons at killing light or medium vehicles, and they're worse than Lascannons at killing heavy vehicles. The best thing they have is points efficiency to kill Marines in the open. Other than that, they're poor value.
120 - CCS: Missile Launcher Chimera?
155 - Vets: 3x Meltagun, Chimera
125 - PCS: 4x Meltagun, Chimera
55 - ISQ: Flamer
55 - ISQ: Flamer
55 - ISQ: Flamer
75 - HWS: 3x AC
CDX - Vendetta
280 - LR Executioner: 2x PC, Pask
CDX - 2x LR Demolisher:
CDX - Griffon
45 - Scout Sentinel: Missile Launcher
1500 - Total
I'd suggest dropping the HWS, and instead spreading those AC through your ISQ. They're much more survivable, and saves a lot of points. Drop the flamers, and go for GL's instead. It gives you a decent light-vehicle / transport killing unit.
I'd find points for a Commissar, so you can blob them up. Give them a FRF SRF order, or BID with the GL/AC and you leverage a lot from a single order.
I'd find points for a naked ISQ, to put in your Vendetta. Drop them out late game on an uncontested objective. Works wonders for me.
Pask is a poor upgrade for an Executioner. The extra BS doesn't do much for blasts, and you're going to want to shoot that Plasma at infantry, so the anti-tank benefits are wasted.
I'd rather split the Demos into two squads, so I'd drop the Griffon. I'd also drop the Sentinel, and replace them with a Hellhound. It's better at the job you'd want these units to take on, which is reliably killing light infantry.
I like tossing an Autocannon into Meltavet squads. You can snap fire on the move, and if they get disembarked early, they can still contribute some firepower at range, rather than suicidally running up the field.
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