-- re-posting this as my last reply got automatically appended and failed to bump the
OP.
OP is
here --
here's another pass at my list, now that I'm home. the major change is swapping the
LotD for a 5-man bike unit with grav-guns. I also swapped the flamer on the 5-man
tac squad for a meltagun.
HQ - 190
vulkan
Troops - 545
5-man
tac squad w/melta, combi-melta, melta bombs, rhino (dozer blade)
10-man
tac squad w/plasmagun, combi-flamer, rhino (dozer blade)
10-man
tac squad w/plasmagun, combi-flamer, rhino (dozer blade)
Fast Attack - 245
5-man assault squad w/2 flamers, drop pod
5-man bike squad w/2 grav-guns, combi-grav and melta bombs
Heavy Support - 418
3-man centurion
dev squad w/grav-cannons, omniscope
6-man
dev squad w/4 plasma cannons
Inquisitorial Detachment - 100
coteaz
this gives me both mobile (bikes) and durable (centurions) grav on the field. should do well vs. suits and riptides. I'm a bit torn on a few things, though:
1. should coteaz roll with the plasma
devs or the grav centurions? my original thinking was with the plasma
devs, but if he gets forewarning that could make the centurions even more durable with a 4++ (I expect them to draw a lot of fire).
2. who should vulkan roll with? normally I run him with the centurions to tank a few wounds and deter assaults. I've got room in the rhino with the 5-man
tac squad, though, so that's another option. I'm not even sure if he really fits in this list, as it's pretty light on melta overall. he's fluffy, though, so eh... ?
3. for the plasma
tac squads, I can't decide if I'm better off with combi-flamers or combi-plasmas on the sergeants. combi-
plas gives me a one-time punch at range that will ignore armor (but not cover) vs. the assault deterrent and twin-linked ignores-cover template goodness of the combi-flamer. I'm leaning towards the combi-
plas because I expect to see a lot of suits and the flamer won't hurt them much, but I could be wrong about what he'll be bringing.
thoughts?