The main concern with the list was the fact that there were too few troops, in not enough numbers, to be successful in close combat. I can understand that to an extent, especially considering that you cannot control where you'll take losses or when. However, it doesn't stop the BA from running MSU and doing well with it, so I don't see a reason why we cannot as well. True, they are cheaper due to their Assault squads getting a massive discount on transports, but they are similarly powerful in assault.
I want to start off with the new list, then I'll go into why I took the things I did. That seems to work better for me and everyone needs their own style right? ;)
HQ:
* Emperor's Champion w/ Black Sword, Bolt Pistol, Armor of Faith, and the Vow: "Accept Any Challenge, No Matter The Odds." [140]
Troops:
* Crusader Squad: 5 Initiates w/ 3 CCWs and BPs, 1 Meltagun & 1 Power Weapon. Mounted in a Razorback w/ Twin-Linked Lascannons and Power of the Machine Spirit. [220]
* Crusader Squad: 5 Initiates w/ 3 CCWs and BPs, 1 Meltagun & 1 Power Weapon. Mounted in a Razorback w/ Twin-Linked Lascannons and Power of the Machine Spirit. [220]
* Crusader Squad: 5 Initiates w/ 3 CCWs and BPs, 1 Meltagun & 1 Power Weapon. Mounted in a Razorback w/ Twin-Linked Lascannons and Power of the Machine Spirit. [220]
* Crusader Squad: 5 Initiates w/ 3 CCWs and BPs, 1 Meltagun & 1 Power Weapon. Mounted in a Razorback w/ Twin-Linked Lascannons and Power of the Machine Spirit. [220]
* Crusader Squad: 5 Initiates w/ 3 CCWs and BPs, 1 Meltagun & 1 Power Weapon. Mounted in a Razorback w/ Twin-Linked Lascannons and Power of the Machine Spirit. [220]
* Crusader Squad: 5 Initiates w/ 3 CCWs and BPs, 1 Meltagun & 1 Power Weapon. Mounted in a Razorback w/ Twin-Linked Lascannons and Power of the Machine Spirit. [220]
Fast Attack:
* Land Speeder Squadron: 1 Land Speeder w/ 1 Heavy Bolter and 1 Typhoon Missile Launcher. [70]
* Land Speeder Squadron: 1 Land Speeder w/ 1 Heavy Bolter and 1 Typhoon Missile Launcher. [70]
* Land Speeder Squadron: 1 Land Speeder w/ 1 Heavy Bolter and 1 Typhoon Missile Launcher. [70]
Heavy Support:
* Predator Destructor w/ Autocannon and Side-sponson Heavy Bolters. [110]
* Predator Destructor w/ Autocannon and Side-sponson Heavy Bolters. [110]
* Predator Destructor w/ Autocannon and Side-sponson Heavy Bolters. [110]
Total: [2000]
Okay, so you'll notice some differences from my first list. I have a couple of variants of the PotMS list, but I like the list I just showed you the best. But why? Mainly because it plays almost exactly like my MSU-drop pod list. Except without the drop pods and the unpredictability of reserves. Not to mention, I'm able to remain mobile throughout the game. The list itself is similar to Stelek's, but with some very notable changes.
The first important one is that the troops themselves actually provide something to the list besides being troops. They can jump out of their "fast" transport, then shoot and assault with reasonably scary results. Secondly, you'll notice that I took out the Vindicators. This was a hard choice, but I felt this change actually worked better with this list. Yeah, I lost a lot of you guys right there. But continue to read on for my explanation!
The Vindicators in my first list proved to be a huge distraction, as well as providing near first turn fire on my opponent. That is pretty damn dangerous and reaped quite a kill tally. However, it was short lived, as their sides were exposed to incoming fire. So they were essentially one and done. I also found that the AT in those lists seriously lacking, so I needed a backup plan.
But but but...those Predators don't have PotMS!! I know, if I had the points, they would. Fortunately, its not essential, as they'll play the fire support role in the army. They'll also be providing cover for my Typhoons. See, this army doesn't fully advance. It uses the extremely mobile Razorbacks to spread across the board (or focus depending on the situation), providing dangerous MSU enemies to your opponent. Or they could hang back, drawing my opponent in. I'm not sure if you've tried it, but killing off 6 5-man MEQ units isn't easy. Especially when you have to get into their transports as well. The Crusader squads themselves have duality in that they can kill either infantry (CC) or vehicles (meltagun/razorback). And there is enough of them to deal with any threat. While they won't be able to stand up to dedicated CC-units, that is what the Predators are for. Blasting up those units into bite-sized chunks. :D
So this is how it has worked for me in my playtesting. Dakka predators hang back in the deployment zone, with the Typhoons directly behind them to claim hull down. These vehicles will be firing all game, or for as long as they can. In the meantime, the crusader squads can either advance while firing, or they can hang back a little bit the first few turns until an opportunity presents itself to strike. Once the AT in the army busts open transports, the Predators go to work. This list acts very much like the scalpel Space Marines are claimed to be. It can strike anywhere and remain lethal on the move. Thoughts? :)