karlfranz wrote:
HQ
Farseer-singing spear, runes of witnessing, spirit stones, doom, and guide-133
{x}autarch- mandiblaster and a power weapon-90
I never use runes of witnessing on my farseer, even with two powers. You only have a 1 in 12 chance of failing a
LD 10 test in the first place and rolling 3 and removing the highest just increases the chance of getting perils.
You can probably just go ahead and take out the autarch.
karlfranz wrote:
Elite
6 fire dragons-96
wave serpent- star cannon and spirit stones-135
either 5 howling banshees and exarch or 5 harlies-90-92
Fire dragons will be in Falcon or Serpent? Probably best in the Falcon then run the melee units in the serpent.
Since 5th ed the starcannon seems all but useful. Vs
MEQ they will usually be in cover and still get their 4+ saves regardless. My personal favorite equip is the
TL shuricannons on top and a single shuricannon on the bottom, save 15 points.
Any points that we cut elsewhere should go into the banshees or harlequins, whichever you choose to run.
karlfranz wrote:
Troop
x2 10 dire avengers- exarch, two shuriken catapults, and bladestorm-152 each
x2 wave serpent- bright lance and spirit stones-145
5 pathfinders- 120
All good. Pathfinders a bit out of place for a mech list, and will be the first target for the cover ignoring whirlwind, but with 2+ cover saves they are worth it.
karlfranz wrote:
HS
{x} ( will take 1 away) x2 fireprism- holofields and spirit stones-160 each
falcon-eml, vectored engine, and holofields-170
Two prisms are fine, but you don't need to put holofield/stones on both. Hide the weak one and combine shots with the other.
Vectored engines just aren't worth it, especially in 5th. Just take stones instead.
Anyway these are just my opinions from my play style (which is semi-competitive). Just trim points where you can to add more to that banshee/harlequin squad.