Thanks for the good advice, both of you. It may be that I should avoid a big game 'til I get more models, after all.
Phoenix Guard 1988 said:
First off, only 1 character can join a unit.
Is that really true? I couldn't find any rule prohibiting multiple characters joining a unit, although characters joining other characters alone is prohibited. If you're right, however, there's no question but I would drop one of the Inquisitors. Otherwise, I was thinking that it would be a considerable additional punch to the IST unit (see below).
Phoenix Guard 1988 said:
From you giving the Inquisitor that was supposed to go with this squad a teleport homer, I assume that you will be moving this unit around. For that, I think that the Rhino is a lot better than the Chimera because it is cheaper, has side armour, and looks less imposing on the battlefield.
You're right about the Rhino. In truth, I intend to get one someday and stuff a squad of ISTs in there with meltas, and they will get the TP homer.
What I am hoping to do with the unit I have is drive the Chimera to a good spot and set up a firebase. (The TP homer is more like a "just in case I can't prevent them from being assaulted" item here.) I understand that this can work well (yes? no?), but I only just got the Chimera and ISTs a few weeks ago, so I have limited practical experience with them yet. Whether or not I keep them as is in this list, I'd be interested to hear tactical advice on how to use such a unit, as I've seen similar builds in other lists in the forum, and it intrigues me.
Phoenix Guard 1988 said:
Right now, you only have a single anti-tank unit, the 2nd dreadnought here. I would make the first dreadnought an anti-tank dreadnought as well and would drop the orbital strike. With the points you save from this and other things around the list, you should be able to maybe even fit a 3rd anti-tank dreadnought in.
I may do this. Though I've got the arms, I've never actually used the AC/DCCW, only the TLLC/ML builds, and I'm quite comfortable with that setup. But so many people here swear by the AC/DCCW, even for anti-armor, I thought maybe I should try it. It also has the advantage of being cheaper, points-wise. Again, tactical advice would be helpful, as I do struggle mightily against one regular opponent with lots of tough armor.
I've never once used an orbital strike, but the boards my friends play on often have lots of terrain, usually including a river and/or road, too! So it seemed (a) cheap, (b) a handy high-powered ordinance blast, something I'd otherwise lack, and (c) tactically useful. I admit to being leery of spending 70 points on something that not many people use or say good things about ... so a third dreadnought might be the very first thing I should put on my list.
Diggums Hammer said:
I like your Fast Attack. I love Seraphim.
Most definitely! My unit of Seraphim always,
ALWAYS earn way more than their points back. This is the only non-negotiable unit in the list. I love the Grey Knight/Seraphim combo possible by playing Daemonhunters.
Diggums Hammer said:
I like to have one small shooty PAGK squad with two Psycannons, and add an Inquisitor to it. Perhaps pull the IST squad for this? This squad has amazed me in almost every game.
I've been reading your raves about that. What always steers me away from that build is the fact that I hate the idea of walking them into position and losing the range on the psycannons, probably wasting the turn for shooting, and also having a unit of GKs -- so sweet in assaults -- not doing much assaulting.
So ... how do you do it? How do you get a small unit of psycannon-wielding GKs into a good position and hold them there long enough to get some shots off? I play on boards with enough terrain that sight lines are hard to come by, especially off the deployment zones. The main reason I invested in the ISTs/Chimera was under the optimistic scenario that I could quickly get a unit of shooters into a position near the center of the board where there's more opportunities, and therefore more chances to shoot-to-kill.