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Basically, I keep everything in reserves then come on and focus my army on whatever weak points I can in the other guys army and then contest/claim objectives late game. I have 36 points to spare too if anyone has suggestions on where to spend them (or shift points around for some awesome)! =) Thanks in advance!
HQ:310
2 autarchs on bikes, laser lance, mandiblaster, reaper launcher=155 each
-These guys are there for the +2 to reserves roll and to give LD 10 to my troop jetbikes. They have good annoyance factor with the reaper launchers (and can add to hurting av 11 vehicles with the other cannons in the jetbike squads) and add some last resort close combat capability (12 ws 6 s6 power weapon attacks are nice!).
Elites:225
Fire dragonsX5=80
WS, stones, cannon, vectored engines, star engines=145
-This WS is just there to get the fire dragons in the other guy's face and or in a safer place for a next turn strike. That extra 12" from starengines can get that WS behind some LOS blocking terrain or just that much closer to where it needs to go. This is my landraider killer =).
Troops:304
2 squads of 6 jetbikes with 2X cannons @152 each
-These guys are just going to hang back taking whatever potshots they can with autarchs and just score late game or not die in KP missions.
Fast Attack:280
2X vypers with scatter laser/cannon=140
2X vypers with scatter laser/cannon=140
-These guys actually survive all my games for some reason. I keep them back and hidden taking potshots at transports and then bring them up with the rest of the army to finish squads with their 14 shots per squadron; they put out some nice firepower/hurt.
HS:345
Night Spinner=115
-this guy applies pressure to elite armies forcing those scary (lol) dangerous terrain tests and also slow down horde armies. I find this adds a nice pressure/utility element to the army and have had good results with it.
2X fire prisms @115 each
-Pretty standard fire prisms, they put the hurt on tanks (sometimes) but I've found that they excell at getting angled shots on disembarked troops with their combined s6 ap3 or s9 ap2 blasts (and no cover hopefully). All in all they add some good solid firepower vs all kinds of threats.
So, with this list, I am basically hoping to minimize incoming fire by going second and coming in at the end of my second turn and hoping to deliver surgical strikes to key enemy units as per missions (fast units/transports thus rendering the enemy unable to deal with my speed).
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