Welcome to Librarium Online!
Thanks for checking out my army list any help and comments would be appreciated.
next week im going to take part in tournament at my local games workshop, the points limit is 1750 points and it will be the objective style type of mission.
Space Marine Captain: boltgun, relic blade, artificer armour, hellfire rounds, melta bombs 160pts
Space Marine Chaplain: terminator armour, storm bolter 130pts
Tactical Squad 1: plasma cannon, flamer, sgt with ccw 175pts
Tactical Squad 2: plasma cannon, flamer, sgt with ccw 175pts
Terminators: 5 storm bolters, 4 power fists and 1 power sword. 200pts
Terminators: 5 lightning claws, 200pts
Drednought: assault cannon, drednought ccw and heavy flamer, 125pts
Devestator Squad: 5 extra marines 4 missile launchers 230pts
Land Raider Redeemer: storm bolter and multi melta 260pts
Whirlwind: storm bolter 95pts
The idea was to have the two tactical squads split into combat squads and then advance on the objectives with the half containing the heavy weapons forming a base of fire for the other combat squads to advance under, depending on the terrain availiable iwas thinking of having the dev squad combat squad as well this would move the bolters into rapid frie range and make them more useful, the main half of the dev squad (the m launchers and sgt) would lay down anti tank firepower and hopefully pop most of the tanks in quick sucession, the whirlwind was ther in order to move any enemy troops from the objectives and to provide fire support, (i was thinking about a thunderfire canon in this role but im not too sure on them has anyone used them and found them to be much good ive just heard conflicting reports) the chaplian was going to join the assault termies int he landraider thus giving them re rolls to wound and re-rolls to hit on the charge.
thanks for any ideas and criticisms in advance
Overall, your list looks good. It's got a nice balance of weapon types and squad types.
As for the Whirlwind vs. Thunderfire Cannon, this is something I've recently been playing around with myself, and I've gone in favour of the Cannon, for several reasons.
For your points, you get a Techmarine in full servo-harness and the cannon. The cannon has longer range than the Whirlwind. It gains an extra point of Strength at the cost of AP, and it loses the large blast in favour of four small ones. You lose indirect fire, but you gain several shell options.
All of these things kind of balance out, but what swings it for me is that if the gun gets destroyed, you've still got a Techmarine who can then run off and join another unit or whatever you want him to do. In one game I played, the cannon got destroyed but the Techmarine then went on to take out two Land Speeders and a Predator on his own. If a Whirlwind gets destroyed, you've got no chance of that happening.
I've played three games with the whirlwind and three with the cannon, and the Whirlwind did much less damage than the cannon on average. With the Whirlwind, I'd be getting three or four hits a turn, the cannon would get six or seven.
I can thoroughly recommend the Thunderfire Cannon. You just have to think carefully about where to deploy it.
It has yet to be proven that intelligence has any survival value. - Arthur C. Clarke (1917 - 2008)
I like your list, but i think only two troops(4 scoring units) may hurt you in a 1750 game. It is a relativly balanced list however.
I would go for a thunderfire over a whirlwind for all the same reasons geordie listed.
I'd like to see some extra armour on the dread however, and maybe even an assault cannon on the terminators. The extra armour will ensure he is always on the move and closing in on the enemy. And the assault cannon will give your terminators more kills before they reach the enemy(unless the plan is deep strike).
i know scoring units isnt very many but the plan was to advance them behind the other units and so screen them, ive decided to remove the whirlwind and the meltabombs from the captain and invest in a thunderfire cannon, as a side question what do people think of vanguard with or without jump packs?
thanks again luke
if you can scrape up the points, then Razorbacks with Extra Armour and Heavy Bolters, or even just Rhinos, will greatly increase the chances of your Flamer marines and Sergeants making it to the objective. and you need those chances, due to your lack of troops.
with the Devastators, i wouldn't split them, or if you do then put 2 missile launchers in each squad. simply because those heavy weapons need those other marines as meat-shields! (i know its horrible! but true).
but if you do go with the Techmarine and Thunderfire Cannon, then it'd be alright to combat squad them and use the Techmarine to boost the cover save for the terrain where the devs are. although, i would rather have an annoying 10man devastator squad in cover.
other than the rather low troop count, i reckon everything looks rather sound!
let us know how your tournament went!