jaxor1983 wrote:I only have a couple ideas.
1. Add a quad gun to the
ADL. I think it's the best 50 points you can spend on an
IG army.
2. You have missed an opportunity to add special weapons to the
CCS and
PCS. Even if they are just 5 point weapons. Anything is better than a lasgun.
2a. You could also make them squads with 4 flamers and place them in the Vendettas instead of the veterans (who are better at shooting autocannons (but that's just a preference thing)).
3. The squadron of Griffons will most likely wipe out a whole squad of something every turn. But it would also be insanely easy for most armies to blow up all three of them on the first turn because they are in said squadron.
1. I think you're likely right about that. I'll try to find the points for it.
2. I guess I could give them a couple of nade launchers or plasma to complement the autocannon. Does Gets Hot! fired by a passenger cause damage to the passenger or the transport?
2a. The flamer squads are a pretty good idea, but I think the autocannons will do better in the blob squads so as to make orders like Bring it Down! and Fire on my Target! effect as many guns in one go as possible. Thus I'd need to get chimeras for the melta vets and I'm already strapped for points in this list. Also, I'd like the platoon command squads to be near the blob squads so they can issue orders, too.
Thinking about it further I'm pretty sure you can't hold just the platoon command squad in reserve, anyway, as technically the whole platoon functions as one entity, even though they are separate on the tabletop, correct? Not too familiar with Guard, sorry.
3. I suppose that's true, I was thinking the Manticore would be more likely to draw turn 1 fire. Either way, the 4+ cover provided by the
ADL will help significantly in terms of their survivability, and their shooting is so strong and accurate that they likely only need one or two turns of shooting to make their points back in most cases.