After testing my last iteration a few times, and seeing the new Scenarios, I discovered a fatal flaw with my other list:
1) A CC tarpit does little good without more squads to help them out.
2) Dire Avengers are great, but they suck in HtH and can't dig a squad out of cover unless it's very small and they get lucky.
In addition, the new scenarios clearly favor transports (they don't cough up VPs) and punish HQ selections pretty hard. With that in mind, here's my newly revised, and likely final, list for 'Ard boys:
Eldrad
10 Banshees, Exarch w/ Exec
WS w/ Scatterlaser, SS
10 Banshees, Exarch w/ Exec
WS w/ Scatterlaser, SS
8 Fire Dragons
WS w/ Shuriken Cannons, SS
10 Dire Avengers, Exarch w/ twin shuricats and BS
WS w/ BL, SS
10 Dire Avengers, Exarch w/ twin shuricats and BS
WS w/ BL, SS
10 Dire Avengers, Exarch w/ twin shuricats and BS
WS w/ BL, SS
Fire Prism w/ Holofields, SS, Vectored Engines
Fire Prism w/ Holofields, SS, Vectored Engines
Fire Prism w/ Holofields, SS, Vectored Engines
Eldrad is a bit of a tired choice, but he's the toughest and most useful HQ choice in an environment that punishes taking more than one HQ. The Banshees are there to do what Banshees do, which is rip apart units hiding in cover. Eldrad will probably ride with one squad, giving them fortune and dooming whatever they hit. Divination will help in any mission in which I go first, or in reaction to any infiltrators. In the dawn of war missions, I'd probably leave Eldard in reserve in one of the HB squads, although it'll be played by ear. The dire avengers are there to deal with anything soft, or to simply sit in the serpent and hold an objective. The Fire Prisms are durable and versitile, and while not ideal they're certainly not bad. My one possible variation would be to drop one banshee squad and add a fourth DA squad and a ninth Firedragon. Any Thoughts?
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