root said:
of course, you can yourselves intentionally cripple Marr's ship by sabotaging the targeting beacons instead of planting them, forcing him to make an emergency landing in a relatively unsecure area teeming with necrons engaging guardsmen, so no chance of support there... and be an easy prey for an assault, take his ship, and fly, fly away...oh wait no you can't that was the lorekeepers' plan. well, tough luck.
Harsh. Maybe he did get a little Tzeentch on him after all.
How many plasma weapons do we have available? If we do #2, Korgans deplayment is very... plasma focused. I know that rules-wise, plasma weapons are extra good because they deny the necrons an armour save, but they're supposed to be somewhat rare.
I'm not denying they'd be a good choice against necrons, just seems to be a lot of luxury items to throw on people.
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In case of #2 being the mission we do, I would suggest the following deployment:
1st squad - 8x ASMs + TNO. Force sword + artificer plasma pistol on TNO. Chainswords and as many plasma pistols we can scounge up on the rest. Bolt pistols for those who can't get plasma. Meltabombs if we got any.
2nd squad - 8x ASMs + Apothecary. Chainswords and bolters. Plasma pistol for sargeant. -- This is assuming we can affix a jump pack to the apothecary, otherwise he'll be reassigned to 3rd squad and swap sword+bolt pistol for a regular bolter.
3rd squad - 8x tac marines. 5 bolters, 2 meltaguns. Plasma rifle on the sargeant.
4th squad - 8x Devestators + tech marine. 3 meltaguns, 2 plasma rifles, 1 heavy bolter, 2 rocket launchers (even mix of krak and frag rockets).
Operational doctrine will be to avoid engagements if possible. When engaging, a short salvo from the devestators to soften up the enemy, followed by an ASM jump to take them out in hand to hand. The tac marines will be responsible for defending the devestators, and mopping up reanimating stragglers while the ASMs hog the GLORY™. In the event of the apoth being reassigned to 3rd squad for lack of jump pack, standing orders will be for ASMs to return and regroup near 3rd squad after engagements to make sure the geneseed isn't wasted. If members of 1st/2nd squad become wounded enough that they fight at reduced capacity, they will reassign to protect 4th squad from things like wraiths and pariahs.