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Any advice welcome:
Company Captain (relic blade) 130
10x Tactical Squad (1 meltagun, 1 missle launcher, 1 powerfist) 200
10x Tactical Squad (1 Flamer, 1 missle launcher, 1 powerfist) 195
Land Raider - transport for Captain & Squad 1 250
Land Raider Crusader - transport for Squad 2 250
Brother-Sergeant Chronus (Crusader 2) 70
Iron Clad Dreadnought (chainfist & hurricane bolter) 135
Drop Pod 35
3 Fast Attack
3x landspeeder 150
In total it comes to 1515.
Any thoughts on strategy would be welcome to. I invariably play against chaos daemons who wipe me out, so any tips would be helpful
HQ: He is nice and cheap and quite effective. If you fight daemons often then swap him for a Librarian with nullzone and maybe gate of infinity. Upgrading him to terminator armour would alow you to move and use vortex of chaos too. Nullzone is fantastic, against daemons in particular.
Troops: A bit light here but they are well protected. If you wish to tone your army to anti daemons then drop the fists and considder dropping the transports for 5 tac squads mutually supporting each other and boltering any deep strikers to death as and when they arrive.
Elite: Heavy flamer and meltagun is probably best.
Fast: Good. Fitting in one or two multimeltas ontop of the flamers can give the unit a secondary tank hunting role while awaiting the chance for a glorios flame charge on some poor unsuspecting horde.
Heavy: You don't need Cronus as the crusader's weapons are all twin linked so the 32/36 hit chance is increased fractionally to 35/36.
Have you considdered some scouts and a landspeeder scout transport to upset the daemon deepstriking. They could replace your existing speeders for a small point increase and heavy flamers don't care at all about the poor BS3.
Quorn! - Protein for the Protein God.
1500 points is real low to include one land raider, much less two. I can understand it if that is just what you own, but I wouldn't advise it.
I really like the relic blade on the captain, I am going to run him with one as soon as I find the right model for it.
I wouldn't take the chainfist on the dreadnought. It was my impression from the rules that he gets a chainfist, nothing special for being a dreadnought. This means he goes last with it.
I like the hurricane bolter on the dread. Gives a nice punch that first turn you come out of the pod.
Chronus is mostly wasted on a Land Raider. Almost everything it fires is twin linked, so having his higher BS won't help. I would use his points elsewhere, like on a second weapon for some of the land speeders.
Against chaos with your list:
I would stay back a couple turns with the land raiders/speeders, shooting him until he is a little more than halfway across the board (less than 18inches from u). Then rush up with both of them and charge into close combat with both squads. Don't forget power of the machine spirit means you can go 12 inches and still fire 1 weapon on both land raiders.
Keep 36 inches away at all times with the speeders, unless you changed the Heavy Bolters to Heavy Flamers. If your not worried about kill points than split them into 3 squads. If you are, combine them.
Your biggest advantage is you don't have any infantry as easy targets. All of his long range anti infantry will be wasted the first couple turns, and everything he can shoot at has an armor value. Anything that he would normally shoot with it is hiding in a land raider. This makes his high str shots essential. He really really wants to bust a land raider asap.
This means the dreadnoughts number one priority is to destroy his high str weapons. Whatever it is that can destroy a land raider, the dreadnought should try to kill when he comes in on turn 1. Don't be afraid to put the pod itself right in your opponents line of sight either. If his tank has to move in order to see your land raiders, it is almost as good. The built in meltagun can really help here.
All marines have bolt pistols now, so don't forget to have all your marines fire a round before assaulting, including the guy with the missile launcher.
Some of the nastier demons just have to be killed with shooting. They usually have really good invulnerable saves, but only decent regular saves. This means 3 heavy bolters can really hurt them. I would focus the speeders on his nastier demons.
If you know some of the units he almost always uses, that might help.
Hi & thanks to you for both your replies.
Probably 80% of the time i play the same guy. He divides his squad in 2, and each has a soul grinder and nurgle and fiends as troops. The HQ is Nurgle himself. What usually happens is that i set up and then he deep strikes in waves and charges me into the dust.
I love the idea of the drop pod, but what tends to happen is that i drop the dreadnought out there and all he does is try and slow down the assault on one flank (unless im playing for take and hold) .Maybe i should drop it and use the points for other stuff?
I'll swap the librarian and drop Chronos and see how it goes. I appreciate what you're saying about the 2 LRs (its 1/3 of my points) but i thought that they would provide heavy fire (plus using 2 apparently = 4 times the firepower according to the Lanchester Square rule)
I have the thunderfire all ready but still in the box as ive been using a razorback until now as a long distance shooter.