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Combat Squads get declared before the game begins, rather than when they exit the Rhino (this is just nit-picking, as they can still both start the game in the transport, it just means you can't change your mind!).
If you're up to the magnetising challenge, land speeders are very versatile in loadouts. The ones you've listed are fine in this list, but other configurations (double melta, HB + Typhoon, etc.) mean you're getting much more out of the kit if you can change between battles.
If you're working towards a LB, the next things to pick up will be an assault squad and a tactical squad to give you the required Demi-company. You can either keep them cheap (a suggested loadout for the assault squad would be 5 with no jump packs, a drop pod and a pair of flamers, for example) or bulk them out to full or near-full size.
For auxillary choices, if you do feel like more anti-tank, a squad of attack bikes with melta would be a good choice. Add in one speeder to make it into the RW Attack Squadron.
Deathwing are a bit trickier, as the only way to add them directly into the LB is to use the Redemption Force, which will eat up points like there's no next Wednesday.
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