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This is kind of an unconventional list, but not that bad. The avatar ensures that your lines hold and makes hand to hand a scary prospect. The dreadnaughts provide a good amount of fire power and also make charging you a scary prospect. The dire avengers chew up anything that gets close and I suppose that the farseer is there to fortune which ever squad is in need of it most or to mind war power fists when the start getting close.
A few glaring issues are present though. While you look scary in hand to hand, if a couple of power fists make it into your lines backed with numbers, you are going to have a problem. While all your hand to hand power will squash a few things into paste every round, you don't have the sheer number of attacks necessary to make your lines hold against a dedicated assault army.
Related to this, the shining spears are very out of place in your force. They are a hand to hand unit with small numbers and a lot of mobility where as the rest of your army is dedicated to slow foot slogging advance. This not only seems out of place but is probably eating up points that could be better spent elsewhere. In place of the shining spears, I would recommend taking some harlequins. They are impossible to shoot at from long range and at the same time, they could be running in front of your lead units and providing them with a cover save. Once the enemy starts getting close, you could just have the quins move back behind your lines and wait for the enemy to charge you (or you can charge them if it looks like that's the best way to do things). At that point, you can pile the quins into the combat to finish off whatever unit was foolish enough to get that close to you.
Finally, you have a farseer with 2 psy powers but you didn't give him spirit stones. This means that he can only ever use one power per turn and the other will just be going to waste. You should either buy him spirit stones so he can use both powers every turn or drop one of the powers. Another consideration for your farseer: while picking off incoming powerfists is going to be important for this army, you may want to consider ditching mind war in favor of doom. Since you will be doing a lot of fighting at close quarters and with large numbers of shots/attacks, wounding 50% (or so) more often is a huge bonus...think about it.
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