Last edited by conscriptboris on Sun Jul 20, 2008 6:03 pm, edited 1 time in total.
it seems like a tidy list. has some anti-tank, some mobility, some long range & some short, some CC power too. its got Transport, and Infiltration. its not even too short on numbers, thanks to the cheapness of the Scouts, and it doesnt have all its eggs in one basket. its got plenty of variety, and seems like it would be fun to play.
dont forget your Death Company though! could you spare some points to give them Jump Packs? maybe drop the Combat Shield? or a couple of Sniper Rifles (would also help for wound allocation in 5th)? i think it would make a big difference to the DCs effectiveness (and would give you some DS in 5th ed).
I think this is too expensive for CP, do i have this right?
The other units BA has which is quite good for CP is the Attack bike squadron..50 points for 2 wounds of meq (30ish points) and a heavy bolter without all the insane weapon restrictions can be a good buy.
killmaimburn wrote: do you have to buy extra? Can you just have 2 Death company (free-ish) whats the minimum squad size?
yes, you can have just the 2 "free" ones (that you have already paid for as part of the relatively increased cost of your Marine squads).
if you dont take them, you may as well use the standard codex and save the pts.
killmaimburn wrote: I'd drop the combat shield for those 2 to take jump packs if that was viable.
and in 4th, they would only be worth 10 VPs too.
Last edited by LordMalekTheRedKnight on Sun Jul 20, 2008 9:52 pm, edited 1 time in total.
Another silly one..your taking 5 man squads..you have a rhino.. you want more guns.. 10 points more buys you a rhino with a twinlinked heavy bolter strapped on the roof (razorback).. that sounds like a big fat bargain to me.
1) drop combat shield to have those fly boy ninjas join in.
killmaimburn wrote: your taking 5 man squads..you have a rhino.. you want more guns.. 10 points more buys you a rhino with a twinlinked heavy bolter strapped on the roof (razorback).. that sounds like a big fat bargain to me.
killmaimburn wrote: 1) drop combat shield to have those fly boy ninjas join in.
hmm. dropping the scouts would lessen his ranged anti-tank quite a bit (goes from 5 shots to 1 a turn), would drop his numbers, and would make him lose Infiltration (with few units on the table ive found Infiltrate to be quite useful in CP).
LordMalekTheRedKnight wrote: hmm. dropping the scouts would lessen his ranged anti-tank quite a bit (goes from 5 shots to 1 a turn), would drop his numbers, and would make him lose Infiltration (with few units on the table ive found Infiltrate to be quite useful in CP).
Last edited by killmaimburn on Mon Jul 21, 2008 9:45 am, edited 1 time in total.
It is viable if he goes from a Tactical Assault Squad to a Tactical Squad. He gives up the extra attack in CC but that heavy bolter will more than make up for that.
ill post a *revised* tonight.
Last edited by conscriptboris on Mon Jul 21, 2008 2:25 pm, edited 1 time in total.
CC phonetic shorthand for si si - yes yes in spanish.