HQ: Master, Librarian & 7 Man Command Squad (9#, 403 Pts):
- Master with Frag Grenades; Bolt Pistol (x1); Power Weapon (x1); Iron Halo Terminator Honors
- Epistolary with Bolt Pistol (x1); Force Weapon; Fury of the Ancients; Psychic Hood; Storm of the Emperor's Wrath; Psychic Hood
- 6 Command Squad with Bolt Pistol & CCW (x6)
- Sergeant with Frag Grenades; Plasma Pistol (x1); Power Fist (x1); Terminator Honors
Heavy Support: Land Raider Crusader (1#, 265 Pts):
- Land Raider Crusader - Multi-Melta; Twin Linked Assault Cannon; Hurricane Bolters (x2); Extra Armor; Power of the Machine Spirit
Troops: 5 Man LC Tac Squad (5#, 90 Pts):
- 4 Tactical Squad with Bolter (x3); Lascannon (x1)
- Sergeant with Bolter
Troops: 5 Man LC Tac Squad (5#, 90 Pts):
- 4 Tactical Squad with Bolter (x3); Lascannon (x1)
- Sergeant with Bolter
Troops: 10 Man Melta Tac Squad (11#, 213 Pts):
- 9 Tactical Squad with Bolter (x8); Meltagun (x1)
- Sergeant with Bolt Pistol & CCW
- Rhino - Storm Bolter; Smoke Launchers
HQ: Jump Chaplain Reclusiarch (1#, 126 Pts):
- Reclusiarch with Melta Bombs; Bolt Pistol (x1); Crozius Arcanum; Rosarius; Jump Pack; Terminator Honors
Fast Attack: Assault Squad (10#, 275 Pts):
- 9 Assault Squad with Jump Packs; Frag Grenades; Bolt Pistol (x7); Close Combat Weapon (x9); Plasma Pistol (x2)
- Sergeant with Jump Packs; Melta Bombs; Frag Grenades (squad); Plasma Pistol (x1); Power Fist (x1); Terminator Honors
Elite: 5 Man 2AC Terminator Squad (5#, 245 Pts):
- 4 Terminator Squad with Power Fist (x3); Storm Bolter (x2); Chain Fist (x1); Assault Cannon (x2)
- Sergeant with Power Weapon (x1); Storm Bolter
Heavy Support: 6 Man 4 ML Devastator Squad (6#, 170 Pts):
- 5 Devastator Squad with Bolter (x1); Missile Launcher (x4)
- Sergeant with Bolter
Heavy Support: 6 Man 2 HB Devastator Squad (6#, 120 Pts):
- 5 Devastator Squad with Bolter (x3); Heavy Bolter (x2)
- 1 Sergeant with Bolter
Total Roster Cost: 1997
I've reduced the static elements (the heavy weapons teams and dev squads) down to a minimal size since their job will be to hang back, sit still and shoot. The master, libby and command squad will take point in the LRC, followed by the rhino and melta squad, followed by the termies. This should provide enough mobile firepower to play seek & destroy with. The assault squad and chappy will stay back with the dev squads and heavy weapon teams to provide counter-charge and/or take on objective-takers from the other side.
When the new SM codex drops -- and provided SMs get combat squads -- the melta squad will be rolled into the two LC-equipped tac squads to make a pair of 10-man tac squads (with either PG, MG or flamer as the special weapon) which will then split up into 4 combat squads.
The master and his attached squad haven't been performing for me, and the main reason is while I have them tooled up for CC, they never seem to get there, of if they do, the don't arrive full-strength due to attrition along the way -- or worse, I let them get charged. Giving them the LRC should provide them with a safe ride to charge out of. If I can't make that work, or if it doesn't perform well, I'll be changing that squad up a bit, possibly even dropping the squad altogether and replacing it with a tac or veteran squad. Their future depends heavily on what changes the new SM codex brings. If veterans become worthwhile, the command squad might find new life there.
As always, I'd like to know what you think!