Wednesday, December 25, 2013
Wednesday, December 18, 2013
Tuesday, December 10, 2013
1.) The Grimoire of True Names from Codex: Daemons is banned
As of right now, this is the only true banning. We feel there is too much potential for abuse, and disagree with the effect it has on the army and the game.
For those of you who weren't around when 0-1 was a thing in codecies, means that a maximum of 1 of that unit may be taken per army. These are all units whose mass inclusion limits the potential lists in the game, and will thus be restricted. (As none of them are a problem on their own.) Rest assured that this will be a very short list, we are not interested in creating very restricted armies.
There will be no more self-allying, no more cherry picking the best parts of a supplement while paying none of the costs, and no more force-org bloat from doing so.
Taking units from many, many different books and ignoring the force organization chart is too much. This change will make dataslates an interesting addition to the game, without allowing for truly bizzare armies.
This change will eliminate a great many power combos from the game, and will stop a player from making a lot of lucky rolls on the psychic power tables to effectively win the game before it begins.
We feel the the Lords of Battle are not overpowered on their own, the fact that they give the opponent some advantages (bonus to seize, and especially victory points) balances out their fearsome firepower and powerful endurance. Strength D, however, is too powerful. This is well-known by every apoc player (and I am one of them), and has been the case for the past two editions. (Yes, it was even overpowered back in 5th, and it was much worse then.) There is some debate still going on, but it looks like S:D will becomeS:10, ordinance, ignores cover. That still makes it very powerful, but more in line with the price paid for the superheavy as well as it's other weapon options. In addition, superheavies will have to start on the table.
No AV15, it will be AV14 instead. Every individual fortification from Stronghold Assault is allowed, but the “network” choices are simply too big and unwieldy to allow for tournament play. (As a consolation, they're pretty terrible, so I think it's OK.)
Flyers are not the be-all end-all of this edition, but all-flyer and mostly-flyer armies change the meta in uncomfortable ways and are notoriously unfun to play against."
Tuesday, December 3, 2013
Getting the basic paint scheme up there... Grey armor, Brass/Copper trim and Red for the Shoulder Pad... Stripped and repainted lead minis are coming along well. Using Minwax to seal/give it some depth... Seems like it is coming along well...
Friday, November 29, 2013
In any case, I am looking at running it as a 1500 point event, I'll match up the participants as best I can and have a transparent long running "tournament" of sorts. Keeping things pretty simple, I'll have a set mission, terrain setup and deployment so everyone is at least on terms as equal as I can manage.
Still digesting some of the expansion things, so at this point I am thinking that the Eldar/Tau builds are going to remain somewhat overpowered. Looking over the FW reprint for their Imperial Armor Apoc book... Looking like there are a LOT of the Heresy Era things that are coming to 40K... So, Spartan will be fielded at least locally... And I suspect it will become the norm if I attend Tournaments elsewhere... No Flare Shield I did notice though :-) So, the stupidly overpowered things look like they are going away...
Found a good reference picture for my Legion paint scheme...
So, it appears as if I either saw something like this or simply stumbled upon my current VI/Wolf scheme...
My own lads are looking frighteningly similar to that... Just have to figure out the markings will be... Thinking the red markings will be it. I never liked the almost Mardi Gras Marine look of he 2nd Edition with the baby blue armor and bright yellow and red markings. So, I had stripped a LOT of ancient Marines and repainting them like this... Of course, manufacturing shields for me Siege Breachers to fill in the holes... It is amazing comparing the modern minis to the ones I have from the 80's... Damn, some of those ancient minis are craptastic...
Monday, November 25, 2013
Friday, November 22, 2013
Wednesday, November 13, 2013
Tuesday, November 12, 2013
Monday, November 11, 2013
Friday, November 8, 2013
So, after playing a fair number of games with the Heresy era Legion... The one thing I am looking at changing is to bring a Tactical Support Squad loaded out with Plasma guns. Yes, a 15 point upgrade per Trooper, but... It is a Plasma Gun, so Str 7, AP 2 and likely 2 shots each at 12" range? Yes, I will take some casualties from my own weapons, but the Medic (Apothecary) for the FnP roll should help... And provide another 2+ save body to help for the inevitable HtH...
Thus far, I have been running EVERY SGT... OK, EVERY body I can get into Artificer Armor in that armor. The big squads with 2-4 of them in the Squad make for an annoyingly difficult thing to take off the table. Power Weapons where I can as well. Finding that there is a LOT more HtH when everyone is fielding Marines and thus not a lot of weapons that efficiently deal with 3+ armor. Challenges, massed attacks, etc. are all pretty important, but the simple ability to deny an Armor save is the thing that is winning more combats for my lads in the 6th...
Which leads to another sort of observation... The Legions are REALLY well focused on dealing with Xenos. Well, 5+ armor and to a great extent 4+ and worse really... Things like the Volkite weapons are BRUTAL against IG, Tyranid or Eldar swarm type armies, but mostly an afterthought against 3+ bodies. Yes, eventually they cause a few casualties, but so often I have a 10 man Tactical Support Squad (TSS) open up on a group of Marines in the open and... Do effectively nothing, maybe get 1-3 casualties out of the massed Volkite fire. One reason I am looking at swapping for Plasma. At least with the Plasma I get some casualties and take out a big chunk of most squads that are trying to assault my position. And I can overload with things like the Havoc Launchers for a lot of Str 5 AP 5 blast markers... Yes, I intend to build a few to put on my Rhino Hulls (magnetized)... Something about having 30+ Rhino Hulls, repainting a bunch of them in the old Wolves Legion colors is not going to have ANY impact on my other Marine armies. But again, AP 5, so unlikely to actually DO much against my primary Heresy Era enemies...
Think that is probably the biggest issue I have with the Legion lists. Everything is so focused, nothing is really a generalist or "Swiss Army Knife". Tactical Squads are just Bolters, no Heavy/Special weapons at all. The Heavy and Support Squads are all armed with the same weapons, so all Volkite Calvers, Plasma Guns, Missile Launchers or whatever... On one level, that makes it simple and if you KNOW what you are facing, you can build a specific counter. But I MUCH prefer a more generalist approach. My Grey Hunter squads in 40K have a little of everything. Rifle, Pistol, Sword, a Flamer or Melta in the Squad, likely a Power Weapon and/or a hidden Werewolf to multiply their HtH presence and riding in a Razorback for Heavy Weapon support. So, the small squad has the ability to move independently, support others like themselves and actually DO a fair amount of damage on the field... Yes, far less resilient than the giant 20 man squads, but standing off and firing the Las Cannon/Plasma into them, the new Wolves will cause a few casualties without any possibility of taking any until the Legion gets into Assault range or has something else deal with the Razorback. Having said all of that, I still believe that the 40K Tactical Squad is mostly useless except for it's ability to camp Objectives, and armies with other Scoring options are almost always doing better overall without the "tax" required to actually try to win some games based on the Missions themselves. One reason I bring Scouts in my Crimson Fist lists, frankly they are simply cheaper scoring bodies that I can try to flank or otherwise hide to keep alive. 3+ armor is simply NOT enough these days to try and stay alive when other armies like the Eldar and Tau have so many weapons on their basic, common units that simply ignore your Armor and in a lot of cases any potential Cover saves you might have had....
And so, back to Rock-Paper-Scissors I guess... Marines (40K) deal well enough with the 4 Tau Riptide if they build specifically for it, as do the Eldar with the same caveat. Tau/Eldar are pretty much dominating the competitive scene otherwise... And ironically, the 30K Heresy era things seem fairly well balanced against all of the above... For the moment, with the breakneck speed of releases in 6th Edition these days, who knows what will happen when the Tyranids hit the field with a new book or the IG, or... :-) Whatever comes next frankly...
Tuesday, November 5, 2013
So... Got in a fair number of 30k games now, and I have to say it is a refreshing change. Balanced, fun and so far nothing too over the top. Well, there are a few things that are close :-) .... Spartan decked out is close, but mid 300 point range? Neat, but almost never gets back its points on its own.... Transporting a giant unit of whatever across the table.... THAT wins games.
Major downside of the 30k stuff I have seen is that everyone is a Marine. So 3+ saves all over the place. Things that ignore 3+ armor are rare and expensive. Weight of fire works, but you have to be aware that sometimes you get 20 wounds on a squad and they do not lose a single model... FnP all over the place, Artificer Armor for the 2+ in almost every squad for the SGTs...
Biggest down side to 40k locally at least is the broken FOC that the supplements and allies get you. Playing one Army is actually a DISADVANTAGE now that it is legal to field armies allied with themselves for the extra slots... 4 Riptides or 4 Heldrakes is just silly. Legal, and playable of course but... So, I have to have my Centurion Devastator squads ready as the hard counter I think... For the Riptides or Eldar Wraith Knights... Just not liking the extreme"rock - paper - scissors" feel the game has devolved into. I have a good Marine army, just gets kind of boring playing that way. Fielding my VI Legion Wolves, and having fun... NOT winning all the time, but I think both players enjoy the game this way.
Not sure how I feel about the "rumored" expansions coming... Building rules and the ability to field "Lords of War" in 40k games. So, more expensive books to a) fix rules that they failed to do right in the base game and b) giant, expensive kits that were never intended for this scale of the game... If the fortification rules are free downloads publicly available that is one thing, but given who we are talking about? Not holding my breath. Right now, the Skyshield if played as written is stupidly broken, making the Eldar a no brainer to win most tournaments... So, it is killing the game from a competitive standpoint... And that in turn seems to be driving sales lower and attendance at our local store... I am having a harder time getting the motivation to play in a tournament, or even keep playing 40k frankly. REALLY like the Forge World models, just wish the Gopher carried them :-) Picked up a few Cataphractii Terminator suits, amazing models. Spartan is on the list for eventually pick up, even more if the bigger things hit the table in general. Slowly getting more, but... Just hoping the game itself continues...
Monday, November 4, 2013
2000 Legion 12000 Pts - ~ Horus Heresy (THH1) Army
1 Legion Praetor (HQ) @ 155 Pts
Independent Character; Legiones Astartes; Master of the Legion; #Artificer
Armour; #Frag Grenades; #Krak Grenades; Refractor Field; Rite of War:
Pride of the Legion; Archaeotech Pistol; Paragon Blade; Warlord
1 Forge Lord (Legion Centurion) (HQ) @ 130 Pts
Independent Character; Legiones Astartes; Consul; Battlesmith; #Frag
Grenades; #Krak Grenades; #Artificer Armour; Rad Grenades; Refractor
Field; Bolt Pistol (x1); Charnabal Sabre; Servo-arm; Graviton Gun
19 Legion Breacher Siege Squad (Troops) @ 395 Pts
Legiones Astartes; Hardened Armour; #Boarding Shield; Power Armour; Bolt
Pistol (x19); Bolter (x15); Flamer (x2); Graviton Gun (x2); Frag Grenades;
1 Legion Sergeant @  Pts
(character); #Boarding Shield; Artificer Armour; Bolter; Power Weapon
9 Legion Veteran Tactical Squad (Troops) @ 275 Pts
Legiones Astartes; Veteran Tactics; Power Armour; Chainsword (x8); Bolt
Pistol (x9); Bolter (x7); Heavy Bolter w/Suspensor Web (x1); Missile
Launcher w/Susp. Web (x1); Power Weapon (x1); Frag Grenades; Krak Grenades
1 Legion Veteran Sergeant @  Pts
(character); Artificer Armour; Bolt Pistol; Power Weapon (x1); Bolter
1 Legion Apothecary (Elites) @ 210 Pts
(character); Legiones Astartes; #Narthecium; Augury Scanner; Artificer
Armour; Bolt Pistol; Power Sword; Frag Grenades; Krak Grenades
1 Legion Apothecary #1 @  Pts
(character); Legiones Astartes; #Narthecium; Augury Scanner;
Artificer Armour; Bolt Pistol; Power Sword; Frag Grenades; Krak
1 Legion Apothecary #2 @  Pts
(character); Legiones Astartes; #Narthecium; Augury Scanner;
Artificer Armour; Bolt Pistol; Power Sword; Frag Grenades; Krak
4 Legion Terminator Squad (Troops) @ 460 Pts
Legiones Astartes; Implacable Advance; Prototype Weaponry; #Cataphractii
TDA; Power Weapon (x4); Combi-Bolter (x3); Reaper Autocannon (x1)
1 Legion Terminator Sergeant @  Pts
#Cataphractii TDA; Combi-Bolter; Power Weapon (x1)
1 Legion Phobos @  Pts
Vehicle (Tank); Capacity: 10; Access Points: 3; Assault Vehicle;
#Searchlight; #Smoke Launchers; #Machine Spirit; Armoured Ceremite;
TL Lascannon Sponsons (x2)
9 Legion Tactical Support Squad (Troops) @ 235 Pts
Legiones Astartes; Support Squad; Power Armour; Bolt Pistol (x9); Volkite
Caliver; Frag Grenades; Krak Grenades
1 Legion Sergeant @  Pts
(character); Artificer Armour; Augury Scanner; Bolt Pistol;
1 Legion Artillery Tank Squadron (Legion Basilisk) (Heavy Support) @ 140 Pts
Vehicle (Tank); #Searchlight; #Smoke Launchers; Earthshaker Cannon; Hull
Models in Army: 52
Total Army Cost: 2000
So, NOT bringing my Spartan of Doom... That seems like a simple enough choice, and I know damn good and well that it works. Let's see what the lads can do like this. The Siege Squad joined by the Tech and Praetor seems like a pretty tough nut to crack, especially if I plant them in some sort of cover. Have to admit the Conversion Beam on the Tech is VERY tempting in this setup, and could be easy enough to get if I feel it will work... Seems one of the good ways to put down a Str 10 AP 1 blast to help deal with the Land Raiders being immune to Melta, or the big MCs...
The Basilisk is there to root out things hiding, and with it being a Str 9 AP 3 large blast Ord weapon... Well, barring area terrain, I am hoping to see some large squads of Infantry in the open, or bomb them out of cover... In a pinch I think it also has a decent chance against most Vehicles, even Land Raiders I guess... Thinking it will be able to drop the template on the folks piling out of a Rhino the Volkites destroy... You know, if things go the way I'd like them to... We'll see I guess. Not 100% sure it will be worth the 140 points for a BS 4 Basilisk, but...
Vets will either be Snipers of Flankers, depending on the setup... Both Heavy Weapons have suspensors allowing them to fire on the move, and Sniper for the Unit is just brutal...
So, 4 "Troops" choices, 1 Heavy and 2 HQ elements... A lot of Infantry, hoping that this does not bite me in the ass... But a LOT of FnP for the lads... We'll see if that works at all. Since I know I will not face a Heldrake, I am less concerned... Thinking that a Bastion and/or Mortis DN will become a standard piece of equipment for me going forward...
Friday, November 1, 2013
Tuesday, October 29, 2013
Kind of brings up the point of irritation for me... NOT with his specific army at all. James' force was a fairly "friendly" force based around Ultramarines using mostly Tactical and Devastator Squads with Salamander Allies. So, essentially, lots of 3+ save bodies. Dies horribly to Heldrake spam, but not really an issue locally at least. More the broader picture. The fact that Allies allow you to take a modified and likely superior FOC. And being able to ally with yourself to gain the extra slots just seems inherently unbalanced. Yes, everyone CAN take Allies. Just annoying that I feel penalized by taking a basic, traditional force. This modified FOC I think is a major unbalancing factor in the Tournament scene. Seeing a lot of the armies bringing 3-4 of the big MC things to win. Given the limited environment and time constraints, those armies will do well if their Troops are fairly resilient or say, their Transports are. Some of the armies that the big MC types would I think have a harder time taking down are things like the massed Infantry/Hordes... Not viable to play those armies in a timed event though.
I don't know. Looking ahead I have to admit to thinking that I won't bother trying to get a team together to go to Adepticon. A lot will depend on the FAQ that the TOs there provide. But right now, the Eldar Wave Serpents spam on the Skyshield seems to be something nigh unbeatable. Put enough up there and you are unassailable in Assault, have a 3+ cover save that goes to 2+ with the Holo Fields and against the few things that may remove the Cover save? Oh, yeah a 4++... Still looking at the RAW, and the rules for no cover save weapons specify "wounds", so strictly speaking it does NOT apply to Vehicles...
So, got the Cataphracts assembled and starting to test out a paint scheme. Going with the Pre-Heresy Wolves... Will have to post a pic when I remember to take my phone downstairs... Have to say I like the way they are coming together...
Wednesday, October 23, 2013
1850 Pts - ~ Horus Heresy (THH1) Army 1850 Legion 2
Unit Name ## WS BS St To Wo In At Ld Save Cost
Legion Praetor (HQ) 1 6 5 4/5 4 3 5 4 10 2+/5++ 135
Independent Character; Legiones Astartes; Master
of the Legion; #Artificer Armour; #Frag Grenades;
#Krak Grenades; Refractor Field; Rite of War:
Armoured Spearhead; Bolt Pistol (x1); Paragon
Forge Lord (Legion Centurion) 1 5 5 4/8 4 2 5/1 3/4 9 2+ 105
Independent Character; Legiones Astartes; Consul;
Battlesmith; #Frag Grenades; #Krak Grenades;
#Artificer Armour; Rad Grenades; Bolt Pistol
(x1); Charnabal Sabre; Servo-arm
Legion Breacher Siege Squad (T 19 4 4 4 4 1 4 1 8 3+/6++ 395
Legiones Astartes; Hardened Armour; #Boarding
Shield; Power Armour; Bolt Pistol (x19); Bolter
(x15); Flamer (x3); Graviton Gun (x1); Frag
Grenades; Krak Grenades
Legion Sergeant 1 4 4 4 4 1 4 2 9 2+/6++ 
(character); #Boarding Shield; Artificer Armour;
Bolter; Lightning Claw
Legion Tactical Squad (Troops) 9 4 4 4 4 1 4 1/2 8 3+ 390
Legiones Astartes; Fury of the Legion; Power
Armour; Chainsword; Bolt Pistol (x9); Bolter
(x9); Frag Grenades; Krak Grenades
Legion Tactical Sergeant 1 4 4 4 4 1 4 2/3 9 2+ 
(character); Artificer Armour; Chainsword; Power
Weapon (x1); Bolt Pistol
Legion Proteus 1 BS: 4 Front: 14 Side: 14 Rear: 14 HP: 4 
Vehicle (Tank); Capacity: 10; Access Points: 2;
#Searchlight; #Smoke Launchers; #Machine Spirit;
TL Lascannon Sponsons (x2)
Legion Apothecary (Elites) 1 4 4 4 4 1 4 1/2 8 2+ 70
(character); Legiones Astartes; #Narthecium;
Augury Scanner; Artificer Armour; Bolt Pistol;
Power Sword; Frag Grenades; Krak Grenades
Legion Spartan Assault Tank (H 1 BS: 4 Front: 14 Side: 14 Rear: 14 HP: 5 315
Vehicle (Tank); Capacity: 25; Access Points: 3;
Assault Vehicle; #Machine Spirit; #Extra Armour;
#Searchlight; #Smoke Launchers; Armoured
Ceremite; TL Heavy Bolters; Quad Lascannon
Legion Terminator Squad (Elite 4 4 4 4 4 1 4 2 8 2+/4++ 440
Legiones Astartes; Implacable Advance; Prototype
Weaponry; #Cataphractii TDA; Power Weapon (x4);
Combi-Bolter (x3); Reaper Autocannon (x1)
Legion Terminator Sergeant 1 4 4 4 4 1 4 2 9 2+/4++ 
#Cataphractii TDA; Combi-Bolter; Power Weapon
Legion Phobos 1 BS: 4 Front: 14 Side: 14 Rear: 14 HP: 4 
Vehicle (Tank); Capacity: 10; Access Points: 3;
Assault Vehicle; #Searchlight; #Smoke Launchers;
#Machine Spirit; TL Lascannon Sponsons (x2)
Models in Army: 41
So, a much smaller force... One ancient Land Raider for the Tac Squad to go forth and camp. Did find out that the Proteus Class LR lacks the Assault Vehicle rule, so the lads woll not get out and charge into Assault... But, not really the plan for them. The whole army is Scoring, at least all 3 Squads... And The big Siege Breacher Squad with FnP, Flamers, Defensive Grenades, Invulnerable Saves, Rad Grenades and 2 decent HtH monsters hidden in there? Should be a PITA to remove from the field once they get out of the Spartan.
So, nothing subtle, just the Spartan flanked by the other 2 Land Raiders rolling up the field. 8 TL Las Cannon shots, each Vehicle with Machine Spirit so the shots can be spread out a bit... Less concerned about Fliers or big MCs... Think they will have a hard time removing the Spartan with the Tech riding in it repairing as needed...
Tuesday, October 22, 2013
3 Apothocaries (Artificer, PW)
Breacher Squad (20, 3 Grav 1 flamer)
Tactical Squad (20)
Tactical Support (10, Volkite Calviers)
Spartan (dozer, Ceremite)
Joe brought a Chaos/Black Legion force based on a Rhino Rush strategy:
Chaos Lord (jump pack, Axe of rage, burning blade?, Khorne mark)
Raptors (10, 2 melta, few other upgrades)
3 Rhinos with a Squad each (Melta/Flamer in each Squad, PF/PW champ)
Chaos Chaplain equivalent (BL)
Chosen Squad (loads of upgrades, in Rhino)
He went first, loaded up his Left flank with 3 Rhinos full and the Jump Squad, leaving a single Rhino on the Right for himself. I set up in a few ruins, one had the Quad Mortar one the Support Squad and one the Tac Squad from my Left to Center. I left my Right empty, keeping the Spartan in Reserve with the Breacher Squad in as bait for the Objective there. Siege Breaker with the Support Squad (my Warlord) and the Vigilator with the Tac Squad to give them better cover and use his Sniper abilities. This I think is where I made my major mistake. Had I simply fielded the Spartan ON the Objective and dared them to come and get me I would have been in a far better position late game. As it was, nothing game breaking, we ended up with a draw as we both killed a lot of the other side and had units locked in Assault when time expired... I got First Blood from a Rhino kill, he got Line Breaker by being in my DZ for the bulk of the game :-)... We both found that the big 20 man Squads with FnP and 2-3 2+ Armor guys in them were annoyingly difficult to kill off. I did not actually lose any of my Squads entirely by the game end, but I also failed to kill off enough of his to keep an Objective clear....
So, what I learned:
- Big Squads are good, especially the Breacher Squad. The Blast/Template re-rolls and FnP meant that bunching up coming out of the Spartan wasn't a big deal. Also, ALL of them having a 5++ and FnP in Assault was huge. This will I think become a standard setup piece for my lists. Some of the lads are inbound now, guessing I'll be sculpting/casting shields to mod more of my ancient earlier MK armors to be a full Squad...
- While it was GREAT having Apothecaries in each Squad, I need to tool out the SGT and likely have a more HtH focused IC in each big Squad to actually be a credible threat and actually keep my lads alive when they get hit.
- Tac Support Squad with the Volkite thing... It was "eh"... A minor threat to the Rhinos. But really? I think Flamers in a Rhino will be more the norm. Keep it in Reserve maybe and roll on to flambe a Unit that is threatening my backfield... Plasma or Melta are options, but 30/Marine is a lot of points... Not seeing enough Deep Strikers to say that a unit of all Plasma and Intercept would be worth the points. Might run the Volkite thing one more time, but 3+, even in cover is just not that great anymore...
- The Siege Breaker and Vigilator were both pretty "eh" at best. What I REALLY needed was more HtH power, the Sniper stuff just wasn't worth the points, nor was the Tank Hunter ability really. SB needs to be in a list with more actual Artillery and more folks with the Comm Units to abuse LoS. Camo cloak and Specialist Ammo was completely worthless in this case.
- I brought a few "let's try this" sort of things... A single Artillery piece that was no real threat to Marines, the single AA DN, etc... The DN might stay, but even so, that was 135 points wasted I felt. The Artillery I have to either commit to bringing a LOT in the form of actual Arty or even 3 Mortars or not at all. Basilisk is an option, and 2 of them with the LoS abuse possible would be brutal. So more focused list building needed.
- ATSKNF... Not having it SUCKS. I got way too spoiled playing modern Marine armies for so long that I did not realize how often it might well be REALLY important to have.
So, more focused lists... That was the big thing I learned. Thinking the Praetor with the Armored Spearhead will be the next list. Though I AM looking forward to fielding some Cataphractii Terminators... Just that they do not normally HAVE the Deep Strike option and so need the 250 point Land Raider bringing the 5 man Squad cost to 440. The Centurion upgrades I brought were also a "that looks neat" thing, but I think they really brought nothing useful to my list as unfocused as it was. The Praetor will be different I think. Fewer bodies, but more focus on doing what I think must be done.
All in all though, I think it was a good, fun game... Looking forward to seeing what else I can bring to the table...
Sunday, October 20, 2013
Vigilator (Artificer Armor, Refractor Field) 115
Siege Breaker 95
Legion Breacher Siege Squad (20, 3 Graviton guns and Flamer, Artificer on SGT) 400
Legion Tactical Squad (20, Artificer and Combi Melta on SGT) 310
Legion Tactical Support Squad (10, Volkite Calviers, Artificer on SGT) 230
Legion Apothecaries (3, Artificer Armor, 1 w/ Augury Scanner) 180
Legion Spartan Assault Tank (Ceremite, Dozer) 320
Mortis DN (TL AC) 135
Rapier Weapon BTTY (Quad Mortar/Thudd Gun) 60
So, basically, the Breacher Squad loads up in the Spartan and rolls forward if needed. Quad Mortar, Tac Squad and Support Squad castle up with the Vigilator leading out the Tacs for Sniper support. Siege Breaker leads out the Support Squad to give them Tank Hunter. Loads of Str 6 shooting, with Interceptor against Deep Strikers... A bit light on AA, just the Mortis really being dedicated AAA. I am also a bit concerned about the lack of real Heavy Weapons...
The other option is a Praetor leading out a few Squads of 10 in Proteus Class Land Raiders. Breachers and Praetor ride in the Spartan. Smaller numbers, but all in AV 14, loads of TL LC to shoot down something similar...