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Building first army.
Tear it up. Thanks!
1000 Point SM list
-Librarian w/ Vortex of Doom, Gate of Infinity- 100 Points
-10 man Tactical Marine Squad - Heavy Bolter, Flamer, Sarge w/ Chainsword - in Rhino - 205 Points
-10 man Tactical Marine Squad - Melta gun, Multi-Melta, Sarge w/ Combi-melta - in Drop Pod -220 Points
-Dreadnought with 2 twin-linked autocannons - 125 Points
-Dreadnought w/ Heavy flamer replacing Storm bolter - in Drop Pod - 150 Pts
Attack Bike w/ Multi-Melta 50 Points
Attack Bike w/ Multi-melta 50 Points
-Predator w/ Heavy Bolter Sponson 85 Points
Local Meta is mixed bag, trying to make something all-around.
No experience, building first army!
Idea is to charge predator headlong w/ rhino on its tail, drop pod dreadnought to cause some static then follow with dropping tac squad behind the dread. Rifleman dread stands back and attack bikes are hiding behind cover/ vehicles until its time to move in for melta/charge troops
It seems like a very salamander type list with all the melta.
Twin linked lascannon would be better against most things at range.
Suggest replacing bikes with assault marines for close combat.
Sarge with chainsword in a tac squad, not so useful. replace with bolter or ranged weapon.
Hope this helps
The sergeant in the drop pod needs a power fist as he's most likely to get into CC, try and pinch the points for it off the podding dreadnought. But it seems like a good list to me.
Jager bombs. Very efficient at wiping out friend or foe.
I second what praxis said. If you swap out your drop pod dread for a second rifleman dread (lose the drop pod, give him two autocannons) you'll have the points for a power fist on your melta-squad. Then I would probably just put them in a rhino as you won't want them dropping into the enemy lines all alone.
Which is the main issue I have with only having two drop pods: when you drop in first turn, you have one unit, unsupported, in the middle of the enemy lines. You'd like them to cause havoc, but generally the model just lands, gets its one multi-melta shot off (hopefully hitting) and then has to suffer retaliation from your opponent's *entire* army. All while the rest of your army is walking up the field.
A way to make strong lists is to try to force choices on your opponent. Having one dread in his midst gives him one target to shoot at. And with his entire army, he's pretty much guaranteed to blow it up. So this turn he destroys the dread. Next turn he attacks the rest of your army that just came within range. His strategy is lined out for him. But then you mix it up and have two dreads and he's having to split his fire, and now there's a risk that one dread will still be alive next turn. Then he has to decide which direction he's facing the battle. He's being hit from both sides all of a sudden.
The more choices you force your opponent to make, the more likely he'll make a mistake.
But, back to your list. If you have two rifleman dreads and keep your two attack bikes, you'll have plenty of anti-tank on the board. Your riflemans can handle all the transports and light armour you'll see, with your attack bikes being your ace in the hole for the odd AV14 vehicle that comes your way.
Otherwise, the only other beef I have is your librarian, as I'm not too keen on trying to deep strike units to specific locations (like objectives last minute) since I have the worst luck with scatter dice (just my experience, though), nor do I care for the vortex power versus other options (like avenger or smite). A librarian is a good HQ, mind, and the psychic hood alone is often worth the points, I'm just not seeing his place in your current list.