Retaliation Cadre
Commander - C&C, Iridium Armor, multi spectrum, neuroweb, puretide, stim injector, vectored retro thrusters
Crisis suits (4)- 2 w/ 2x plasma rifle &1 flamer. 2 w2x fusion blaster & target lock
Crisis Suits (3)- 2 w cyclic ion blasters. 1 w 2x fusion blaster & tl
Crisi suit (1) 2x cyclic ion blaster
Broadsides (3) hymp & sms. 2 w/ target lock
Riptide HBC ewo VT
Optimized Stealth Cadre
Ghostkeel (2). CIR & TL fusion blaster. 2x ewo & 1x TL
2x stealth suit squads stock
Range Support Cadre
3x pathfinder squads (4)
3x broadside squads (1) - hymp/sms/ewo
Range Supp & OSC Start on the board w/ the ghostkeels staying closer to midfield.
Retaliation cadre deepstrikes in turn 2. Commander goes w 4 man crisis unit to neutralize highest priority threat.
I feel like the list relies heavy on the retaliation cadre dealing maximum damage on turn 2. I could drop a broadside and add another crisis suit to my commanders squad to maximize his buffs, but I dont want to invest TOO many points in case they get vaped after they drop in.
I know the pathfinders arent the ideal marker support, but I am trying to be a little different than the drone net formation. Plus for an addt'l ~100 pts i get 12 more hymp shots from the broadsides in the range supp cadre.
Thoughts? Ive playtested a few times and its fairly effective. Main issue being scatter on the deepstrike (toyed around with homing beacon stealth suit, but just is too difficult to position them and not get them murdered)
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