|
Post by richie on Jun 20, 2016 17:17:42 GMT -5
Hi everyone, currently painting up the mordians and thought it about time that I constructed an army list. So I've managed to use every model I have and wondered if I could get some advice for additional bits and pieces.
Ccs - 2 gl, 1 ml
Pcs - 3 gl , vox Inf, gl, mortar x 2, 1 vox
Pcs - 2 gl, vox Inf, gl, lascannon x2, 1vox
Hws 3 las Hws 3 las Hws 2 ac, 1 hb Hws 3 ml
Sws 3 flamer
Vet - 3melta
That's every model, open to suggestions, changes, advice on armour/transports/ etc
Thanks everyone in advance.
|
|
|
Post by emptyhat on Jun 20, 2016 23:25:18 GMT -5
Might have some issues with a lack of skyfire.
|
|
|
Post by richie on Jun 21, 2016 6:17:20 GMT -5
Cheers, sorry should have said, the list is about 1000pts now, so I have 500pts to spend. What would be best for skyfire? Flakk missiles or a hydra, or something else? Thanks again.
|
|
|
Post by nutty on Jun 21, 2016 7:39:19 GMT -5
Personally I would go with an Aegis line with a Quad-gun for Anti Air: it will provide some cover for your infantry, and the gun can be manned by a sergeant/officer/commissar that usually don't have a lot to shoot at at the start of the game. Flak missiles are way to expensive for what they do imho.
I would definitely add a transport for the meltavets: but I do love me some chimera's.
Some form of psyker (primaris/wyrdvanes/inquisitor) would be nice too: psychic defense is good to have, being able to cast prescience on heavy weapons squads even more so.
|
|
|
Post by richie on Jun 21, 2016 11:53:28 GMT -5
Cool, cheers for that. Does the Sgt in the quad gun have to shoot the same target as the squad? If he does, it it worth chucking an independent character on? Thinking yarrick as he can issue orders can't he?
|
|
|
Post by nutty on Jun 21, 2016 13:00:33 GMT -5
The quadgun has the interceptor rule, that lets you shoot flyers as they come in from reserve. This happens outside your shooting phase allowing you to shoot the flyer with a model (say the sergeant) as the gun's operator. In your next shooting phase the model that operated the gun can't shoot; the rest of his unit can shoot as normal. Independant characters are excellent candidates for operating the gun: they tend to have a good Ballistic Skill and... meh... ranged weapons. The quadgun is heavy 4 twin-linked so the extra BS is nice but not overly important.
Yarrick is a bad-ass, he does come with a sizeable pricetag though. If you want to use him to boost the squads behind the defense line, than he can certainly operate the gun whilst he does so.
|
|