SkinCarver wrote:Honestly, the only thing I don't like about this list is the missile launchers on the Tacticals. I'd trade them for Melta Guns so you can keep everything Assault based. Maybe use the spare points to give the Termi Sarge a Chainfist to compliment his Lightning Claw.
Thanks for the tip. The melta sounds like a better idea.
I don't think if I can give the sarge a chainfist. It says a squad "entirely armed with lightning claws" can be taken as troops. You could make a case that this just refers to the
th/
ss choice and doesn't apply to upgrades, but that's speculation because rules as written is pretty blunt.
I've tried to make a 7 pod version of this list that leaves off the Storm Raven and the Terminators but I come up short. I need the Storm Raven's anti-tank weapons I think, and Devastators don't seem like they'll last at all. I want a durable third troops choice and
LC Terminators seem fine for holding an objective, even if they may suck as elites. Anyway, I suspect 4 pods on turn one would really help me.
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Oh, how about instead of combi-flamer, flamer, and missile launcher on the
tac marines....we do combi-flamer, meltagun, and heavy flamer? All assault, same points cost.