Had another fight last night and won against Tau 2500p. The victory was mainly because my opponent hadn't read the planetfall rules for his Manta drop...
I'm having a hard time finding the right way to play this army. It feels weak and lack "punch" compared to codex marines
I used drop-pods and the dreadnoughts felt nice as usual but that's it. The army build more like a slow slugger army than a fast attack force but I really haven't found any hard hitters. They can take a lot of damage but they need something more to make them funny.
Custom titans would be fun, but then it will be a titan/SM list perhaps we want that?
"Flesh is weak" I want to change this so we can use it in my opponents turns also. Right now I still after 4 games have had any use of it...
The loss of Terminators need to be replaced by something or am I playing something wrong? We need something with a little range, like bombards
Should I take larger Clans and not bother about activation and mobility, a large clan is almost invincible...?
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ortron wrote:
I think ditch the bomber & talon, you've got the base thunderhawk and hunters for AA.
Base Thunderbrick is complete poo-poo for CAP. The Interdictor model might be more approriate and further distances ourselves from the Air Drop playstyle (which I am good with). Anyone up for a complete swap (not addition)? Well baked and works well in other lists such as Black Templars which don't take Naval assets either and is well tested. Stats for reference
Thunderhawk Interdictor AC/WE Bomber 4+
Turbo Laser 45cm 2x AP5+/AT3+, FxF
2x Twin Heavy Bolter 30cm AP4+/AA5+, FxF
Twin Heavy Bolter 15cm AP4+/AA5+, Left
Twin Heavy Bolter 15cm AP4+/AA5+, Right
2x Rockets 30cm AT4+, FxF
Twice the AA shots and some good ground support for only +50points (we call that a good deal mathematically)
Read this again when building my army but none of the Thunderhawks can be used as AA, it has ok defence AA if someone wants to take it out but the Interdictor or any other model can be used to intercept or put on CAp as they are bombers, or do I read the rules wrong?
I still think we need some fighters or we need to say that this is a intentional weakness.
Scouts cannot take razorbacks, that feels wrong.
You can take a lot of Landraiders, is that good? I only wanted to have enough to transport a whole clan. Before you could only take 1-2 LR but 1-4 veterans (terminators)
Not so many constructive thoughts, next time I will have more
EDIT: some ideas
More dreadnought options: vulcan, siege, ironclad, venerable, hellfire, tactical, furiosa...? Not all but some might fit the theme. Also let them have vindicators as support?
I know I said it before
bring in the bombards to compensate for the lack of teleporters. Or at least let them upgrade the whirlwinds with 2 more?
Possible special bionics unit, tactical and devastators with inv save or something...like an elite troupe?
Oh and please update the first page with the newest army list