slowclinic wrote:Sorry to re-bump this post after a few days, but for those interested: I'd done some awful calculations somehow when putting my list together and managed to field around 900pts as opposed to 1000pts. With a little re-working (and correct maths!), here is my new list. I'll be playing tomorrow against Nurgle based
CSM and an as of yet undecided second opponent.
I'm picking up Warp Spiders tomorrow before the game, maybe semi-proxy playing them as we all know how tricky building resin models can be! I'm a little stumped as to where my miscalculations came from (like 60 points for the same unit of Dark Reapers) but I've checked the maths and this works out for tomorrow. The Rangers are included as in all my recent games having a unit of snipers has helped immensely and the Spirit Stones because they proved more useful than the Holo-Field did. Fingers crossed this game goes smoothly.
I'm a little late to the game here, but I'll comment. Firstly, I'm showing your points way off again. Those DR's as equiped (4 x Starshot, 1 x Exarch w/tempest and fast shot) should come out to 222, not 162. Puts you ~57pts over.
Secondly, I think you can make some pretty small changes and get a lot more mileage out of your list. First, you probably don't want your Farseer running with the
DA's. He can't cast if he's in a
WS, and if he's not casting why not just use an autarch inside instead w/fusion gun? Instead, I'd run him with the Guardians where he can cast guide on the reapers and the
WW's. Also, the
DA squad is a lot of bloat. Honestly, the best thing
DAs do, even at this low point level, is sit snug as a bug in a rug inside a
WS waiting to jump on an objective at the end of the game. 5 man
DA in a
WS is the name of the game for a reason.
The
WS: You need holo-fields, not a spirit stone. 3+ jink vs 4+ is the difference in winning and losing a game a lot of times. It's an easy 15 points to spend. Personally, I don't like the chin Shuri Cannon as it tricks you into getting closer with your
WS than you want, and
WS die in
CC not to shooting.
The
WW: I'm not sure what the deal with that load out is. I used to run a 3 man squad of x6
SLs, and it never dissapoints. Especially if you follow the advice to have the Farseer guiding them, they'll erase light tanks and infantry units every turn. Utilize Battle focus on them to keep them safe as well. 4 x
SL, 2 x
SL 2 x Starcannons, or 4 x
BLs is what you want to be running. Mixing and matching usually just makes them accomplish nothing, Starcanon/Scatter laser being the only exception as they're both S6 and so you'll be firing them at the same target anyway.
Given the units you have I'd run something more like this:
Basically the same loadout models wise you are running now, but slightly more optimized. Rangers got thrown out to account for the extra 65 points of DR you miscalculated .
DA's got paired down to increase your guardian blob size and make sure your
WW's had decent loadout. The Farseer gets Shard of anaris, and Spirit stone and goes with guardians. Shard makes them fearless, so now you have an Obsec troop choice that has to be taken down to the last man. Spirit stone allows you to cast prescience at
WC 1, allowing you to consistently twin-link 2 squads a turn. DR's should always get guided, then pepper to taste prescience on either
WW's, WSpiders, or guardians. If you run your DR's behind the guardian blob they'll also benefit from a cover save, so that's nice too.
Anywho, slight tweaks I think will help that core list work better. Also, 15 points short as well incase you can get a jetbike for your Farseer. Always put a Seer on Jetbike if you have a jetbike model. For 15 points to get 3+ armor and 1+ toughness as well as the ability to Turbo Boost and grab objectives late game......all day every day.