Pragia wrote:Spoder wrote:Just wondering, do you have a particular reason for picking Meltas?
I'm not avid player (there's just a couple of other kids who play at my school, one has a bunch of models so we usually just use his) but meltas are for armor, and I'm wondering why you need 5 meltas?
And is it a good idea to concentrate them all between 2 squads?
If the people you play with play space marines (Tau?) then I guess it makes sense.
IMHO, Meltas>Plasma overall. The shorter range is meh, but damn is the power worth it. The plasma is nice, but the gets hot has really screwed me in the past, and the lack of instant death vs t4 is irritating.
Also AP1 is delicious in 7th ed.
I'd advise another type of LR, my favorite is vanquisher, demolishers, or punishers.
Problem i have with Vanquisher's is the BS4 one shot, the tank is practical a Melta for all intensive purposes but that BS4 isn't grand. Demolisher is `170 points (same as a tooled up Exterminator) but the Punisher's i will certainly look into, throw Pask into it>?
Warpspace wrote:I'd worry more about Imperial Knights then Riptides. Riptides are cheesy, but as long as you get meltas into range, it's fucked (IMO I'd reccomend you take White Scar allies with melta spam bikes so you can get up to that Riptide on turn 1 and blow it the hell up). Knights through are a nastier problem, especially if it manages to charge something important like your tanks.
(Hilariously though, Deathwing Knights utterly wreck Knights in melee.)
Personally i have a really big problem with all bike Armies, typically have to wait until they get into closer range and then go full FRFSRF!. I actually insta-gibbed a Riptide one time by using a Pysker with a Force Axe.
as far as Imperial Knights go, they're cheesy as fuck but i'm fairly sure every Army has at least some way to handle them. I personally have found that Ten Veterans in a Valkyrie with three Melta guns and Demolitions doctrine. Marines get their Drop pods.