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Here is a proposed 3k list for an Apoc game with certain guidelines, as follows:
Must use FOC and 40%+ troops, 25% or under for any other choices. The idea of this is to pretty much fill up the FOC chart, whilst keeping things relatively balanced out, along with beefing up the units to the waazoo to make things interesting. Thus I present the following list for disembowelment:
HQ:
Autarch - Jetbike, Laser Lance, Mandiblasters (attached to Shinging Spears)
Seer Council - 8 inc Farseer; Jetbikes - Doom, Fortune, S.Stones; 5x Destructor, 1x Embolden, 1x Enhance, 7x S.Spear, 1x Witchblade (on Warlock as the higher BS on a Seer is more suited to using the Singing Spear effectively)
Elites:
Fire Dragons - 6 inc Exarch - Dragons Breath Flamer, Crack Shot (for close encounters +multitasking - mounted in Night Spinner)
Troops:
Dire Avengers - 10 inc Exarch - Dual S.Catapults, BladeStorm, Defend; Wave Serpent w/ Spirit Stones, TL-EML
Dire Avengers - 10 inc Exarch - Dual S.Catapults, BladeStorm, Defend; Wave Serpent w/ Spirit Stones, TL-EML
Jetbike Squadron - 6 - 2x Shuriken Cannons
Jetbike Squadron - 6 - 2x Shuriken Cannons
Jetbike Squadron - 6 - 2x Shuriken Cannons
Jetbike Squadron - 6 - 2x Shuriken Cannons
Fast Attack:
Shining Spears - 5 inc Exarch - Star Lance, Withdraw
Warp Spiders - 10 inc Exarch - Power Blades, Dual-Death Spinners, Withdraw
Heavy Support:
Fire Prism - Holo-Fields, Spirit Stone
Fire Prism - Holo-Fields, Spirit Stone
Night Spinner - Holo-Fields, Spirit Stone
Total - 3000 Points
HQ - 23.3%
EL - 3.8%
TR - 40.1%
FA - 16.3%
HS - 16.7%
Models - 80
Overview: Essentially Spears with Autarch move up fast with Seer Council in front (Fortuned) with the Jetbikes in tow (this makes the Hammer so to speak). Spears leapfrog with the Seer Council for Assault purposes, Jetbikes sitting 12-24" away for target softening etc. Spears act as mop up assault once the Council has flamed the bejesus out of whatever unit the Seer has just Doomed and the Jetbike Cannons have let rip at, the Council also has 7 Singing Spears to deal with Armour, alongside the Starlance. Dire Avengers / Spiders follow close to the Hammer and can tarpit if really needed, which is unlikely, with the Spiders adding anti-horde firepower and counter-assault capabilities id the DA's get into strife. Fire Prisms target armour of opportunity and try to keep large blasts capable units and armour negated. Night Spinner with Dragons act as harassment unit for initial horde control (as it can stay out of LOS to fire) and Fire Dragons move in on Armour or assist with mop up as required with their re-roll to wound heavy flamer of happiness - or punch holes in tanks, whichever presents itself, a cheap flexi-unit if you will.
My concerns are I'm not sure I have enough units in there, but my conflicting thought on this is that they can outmaneuver with most of the army having either dedicated transports, rediculous saves or a free 6" assault move to get into cover (which I will be using wisely). Most if not all units have multitasking down with Spears/Destructor + Lances and S.Cannon / Prism fire for support. If I can keep the center of gravity working for the force, whilst keeping it in cover, or at least making good use of it, I believe I can severly cripple most enemy forces and quite easily contest objectives I haven't completely claimed by endgame. Somehow i'm feeling the Nightspinner with Flexi-Dragons is more of a gimmick, but adds an element of fun to the force - yet still effective if used right.
Thoughts? Suggestions?
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