Quote: (frogbear @ Nov. 28 2009, 21:43 )
Quote: (The_Real_Chris @ Nov. 28 2009, 13:38 )
The biggest activation count seems to be from 5 Hell plane squadrons, 2 berserkers, 2 chosen, 4 beastmen and 200 points more for upgrades.
Is 13 max with points to boost units a good or a bad thing TRC?
(btw, I will get to the battle report hopefully later today)
Did you get to it?

Its not a bad thing necessarily, merely a 'thing' - gives an army that is a world eater army or not? That's 24 stands of world eaters, 40 stands of beastmen and 10-15 airplanes, with those 200 points for upgrades.
I know your army is a WE one not a Khorne one as there is a focus on close assault rather than war to the nth degree. So with that in mind is the above what you are after?
Random thoughts.
Its definitively a naval list. With no flak you will always see the navy with them and you save the points of a skull lord if you drop pod in.
Is it intentional to be able drop pod raptors?
I know I've tried an army without Skull Lords but in reality unless you drop pod in you will always want to be with one.
Making a list is somewhat frustrating, with the ability to break very easily the force comes across as bizarrely limited and fragile. Some units are costed out of practical use.
Terminators are an example. As a garrison they are a massive points sink better spent on say a titan. As a mechanised formation they are a minimum of 700 points. If they teleport 450 to 850 rather fragile points of units. No inspiring unless you want to go for the GD making the formation 150-200 points more expensive. So they are always going to cost the earth and if they break get slaughtered. Compare the mech formation to the regular marine one - similar firepower, better CC verses better FF and the marines have inspiring from their chaplain and ATSKNF for an all round boost vs stubborn.
Is it possible to change the stats to bring the points down in formations? In the case of the terminators I would change the stats to one reaper cannon, CC2+ +1MWCC, keep FF at 4+ and then have 2 formations costed separately. A teleport/drop pod formation 4-8 strong and a mechanised formation of 4 terminators and 4 land raiders.
Plus you get to remove the teleport upgrade and stick it back on the terminators stats and remove some confusion

You could consider the same with other formations if it works for them too.
Flak wise I would to be honest prefer some kind of demonic engine flak, or even the stalk tank. It feels strange that with beastmen, land raiders, rhinos and so on they don't have any flak. Then again the airplanes are quite good.
Oh and you could add vindicators if you wanted

Oh and definitively correct the Predator stats

Oh with the option of slaughter fiends should there be a re-wording of the transport option? Say add up to enough rhinos and land raiders to transport the formation after other upgrades?
And shouldn't the fiends be able to carry beastmen and stuff as well?
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