mattjgilbert wrote:Why the plasma gun in one squad?
I had ten points left over, and since Vulkan provides a heavy flamer to the squad he joins, I figured I'd add a little diversity to the firepower of that squad.
Having so much copy and paste units this army comes across to me as a little boring.
Military formations are very cut and paste. I think it makes the army fluffier this way. An army does not need to be interesting on paper, it only needs to be interesting to play.
if your opponent is smart with putting his units in reserve to come on after you then your mobility will be hindered and your short range weapons will be a massive restriction.
That is certainly an option that people have, but in my experience with pods in 5th edition, in 2/3rds of the missions, that means an auto-win for me, because they won't have enough turns to get through me and to the objectives I'll have landed on. And my pods create walls that they have to destroy to move through, and become dangerous terrain afterwards. So, go right ahead and put your whole army in reserve, I say.
For other situations, the reason I have the dreads is to give me some control over what is in my first wave. By putting the dreds in the first wave, I can delay the tac squads.
Also, keep in mind that I don't have to use Drop Pod Assault. I can roll for my reserves normally if I want to and start coming in on turn 2, so it ends up being very similar either way.
3) The Deathwinds look kind of redundant in the army, the sheer number of bolt-gun shots should do the job without them - save those points - to get assault potential into your squads & homing beacons.
I think you are right about assault weapons for the sergeants. Homing beacons, however, I think would be a waste of points, as pods are already insanely accurate on a cluttered board.
Okay, here's the new version of the list. What I've changed is to give the first two tac squads a meltagun and a combi-meltagun (which can be combat-squadded to take on two different tanks when they land) and to drop the deathwind launchers in favor of power swords on some of the sergeants.
2000 Points
Uses Rules From Codex Space Marine
Models: 61 Vehicles: 12
HQ:
Vulkan He’stan (1)
Vulkan He’stan with Master Crafted Relic Blade, Heavy Flamer, Digital Weapons, and Salamanders Cloak. (190 Points)
Elites:
Dreadnaught (1):
Dreadnaught with Multi-Melta and Heavy Flamer. (115 Points)
Drop Pod (35 Points)
Dreadnaught (1):
Dreadnaught with Multi-Melta and Heavy Flamer. (115 Points)
Drop Pod (35 Points)
Dreadnaught (1):
Dreadnaught with Multi-Melta and Heavy Flamer. (115 Points)
Drop Pod (35 Points)
Troops:
Tactical Squad (10):
7 Marines with Boltguns, 1 Marine with Meltagun, 1 Marine with Multi-Melta, and 1 Sergeant with Combi-Meltagun. (185 Points)
Drop Pod (35 Points)
Tactical Squad (10):
7 Marines with Boltguns, 1 Marine with Meltagun, 1 Marine with Multi-Melta, and 1 Sergeant with Combi-Meltagun. (185 Points)
Drop Pod (35 Points)
Tactical Squad (10):
7 Marines with Boltguns, 1 Marine with Flamer, 1 Marine with Multi-Melta, and 1 Sergeant with Combi-Flamer and Power Sword. (195 Points)
Drop Pod (35 Points)
Tactical Squad (10):
7 Marines with Boltguns, 1 Marine with Flamer, 1 Marine with Multi-Melta, and 1 Sergeant with Combi-Flamer and Power Sword. (195 Points)
Drop Pod (35 Points)
Tactical Squad (10):
7 Marines with Boltguns, 1 Marine with Flamer, 1 Marine with Multi-Melta, and 1 Sergeant with Combi-Flamer and Power Sword. (195 Points)
Drop Pod (35 Points)
Tactical Squad (10):
7 Marines with Boltguns, 1 Marine with Flamer, 1 Marine with Multi-Melta, and 1 Sergeant with Combi-Flamer and Power Sword. (195 Points)
Drop Pod (35 Points)