I found they keys for RG to be Mobility and Resilience....but that's the way it is with any SM army, right?
I haven't played yet with drop pods, but Thunderhawk assaults have been key. Taking two t-hawks, one loaded with assault marines + chaplain, and the other with a tactical assault + dreadnaught, allows all kinds of options. Just the threat of having two loaded t-hawks to air assault with can limit what my opponent will do....at least until they activate. Having terminators waiting to teleport in helps too. As long as I am careful about where the air assaults land and where the terminators come in, each should be powerful enough to win each engagement.
The sniper-scouts are very helpful in the overall battle plan, so long as you wait until turn two, to really take advantage of them. I pay the points to make the formations 6 units in size (able to take a bit more punishment and deal out a few more sniper shots), and turn one is all about getting into position for turn two, then on turn two do as much damage as you can with sniper shots and/or ZOCing opponents. With only 5+ armor, they arent very good for initiating firefights, but they are good at giving firefight support to other assaulting units. Get in close enough to take those sniper shots and then be ready toretain and assault with another unit to allow their FF support. The snipers can at he very least drop blast markers on a formation you are planning to assault, and there is a chance you can either take out a character and his MW before the assault hits, or kill enough lightly-armored units to break the unit and freeing up a future assault to hit somewhere else.
Since I haven't done a planet fall deployment yet, I haven't had the chance to drop in commandos in assault rams in an opponent's back lines. Even though assault rams can look scary, if you have to move commandos across the whole battlefield, they can be an awfully expensive way to do it. Rhinos are cheaper and have a comparable move. Yes, they have a shooting attack and can lay down a 1 BP pie plate.....but still, I prefer rhinos.
I originally wasn't a big fan of commandos, but I sure am now. Hitting 3+ in CC, 4+ armor save, and the scout ability to harass enemy formations, makes for an annoyingly tough opponent. The small formation size can limit their resilience, but I tend to be very lucky when it comes to armor saves, so they tend to hang around for me.....but your mileage may vary.
In my first game I took Warhound titans, but I find titans to often be a points sink and not worth it, and every list I make without them ends up with 11 activations....which is enough.
Tactical formations are an option for RG, but I don't really find them to be a great option either. I find the most important roll of rocket launchers in a standard tactical unit is to place a BM on an enemy, and that can be achieved equally by taking a RG tactical assault formation and attaching a hunter - with the bonus of being able to defend against air attacks!
that's my story and I'm sticking to it.
_________________ That's not a moon....it's a space station....
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