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I am playing in my first tournament next weekend at GW and was hoping to get some feedback on the list I have made for it. I'm purposefully avoiding vehicles since they are easy to destroy and at 1000pts I figure a lot of marines will improve my chances. Let me know how you think this list will fare. Thanks!
HQ - 90pts
Captain with stormbolter and lightning claw
Troops - 270pts
Tac Squad: Sarge, 6 bolters, lascannon
Tac Squad: Sarge, 6 bolters, lascannon
Fast Attack - 260pts
Assault Squad: Vet sarge with BP/PF, 2 plasma pistol, 7 bolt pistol
Heavy Support - 380
Devastators: 4 missiles, 4 bolters
Devastators: 4 heavy bolters, 4 bolters
**EDIT: Made some changes. What do you think of this now? Unfortunately I won't have time to paint my chaplain with jump pack.
Last edited by ebiniser; July 18th, 2006 at 01:18.
Here is my 2 cents:
-Remove the command squad. Give you Chaplain Termie Honors, Bolter Pistol, Frag Grenades and Jump Pack
-Use the points from the command squad to make a 10 man Assault Squad. Give your Sergeant a Power Fist and Termie Honors (and I always go for the combat shield if you have the extra 5 points)
That will give a very very good CC squad, let them sit back while your range thins units out, then charge them in for clean up.
With two of your squads infiltrating but your fire support being rather immobile this could become a problem since your units can not properly back each other up. Your firebase will be prone to enemy charges and your front assault units could be cut off from fire support by terrain, etc.
Spector has made a good point by suggesting to get rid of the Command squad and exchanging it for an Assault squad that will function as a countercharge unit. Terminator Honors on the Chaplain also make very much sense.
Only one problem he did not write about: your melta-squad should not be infiltrating alone. That's even worse than infiltrating it together with the Command squad. I know you want that melta close to the enemy, but why not max out the advantage of your shooty fire support and let your units sit back? Exchange the melta for a lascannon and join the firebase. You will have much more time to blast away at the advancing enemy while the lascannon will allow for an almost as good anti-tank capability as the melta.
[Edit: sure, a tournament army must be balanced. But balanced does not mean half-CC half-shooty! This in most cases does not make sense, as both halves prohibit exploiting the full potential of the other half. A balanced force only means that your shooty- or CC-oriented army must be able to take on MEQ- as well as horde armies and all in between - but by its very own means. You have fulfilled this criteria by for example adding a ML-MEQ-killing Dev-squad and a HB-horde-killing Dev squad.
But you're mostly shooty, even if half-hearted. Try to go for it completely (this does not mean you do not need dedicated CC-units for countercharges!!).]
you could leave the melta gun in with the advanced tac squad. I would get rid of the bolter Dev sqad and create 2 Lascannon tac squads. 5 bolters and 1 lascannon squads only cost 105 pts.
Made some changes based on feedback,
Right on! Sounds well-rounded, think it could work. Although you might save points by stripping the lightning claw off your Master, since he can not join the Assault squad anyways (no jump pack). If he sees combat anyways he should be fine defending himself with an ordinary power weapon. Don't know if you can use those spare points somewhere else. Maybe for a plasma gun in one of your LC tac squads? Just a thought.