Hey Dakka, time for my second rendition of the list. Been very successful in its first carnation, so now I'm making some adjustments and asking if you feel they'll get me the effects I desire from them.
Farseer, bike, RoWarding, stones, doom, fortune 175
9 Warlocks, bikes, embolden, enhance, 5 destructor, 1 spear 478
6 bikes, 2 cannons 152
Warlock, embolden, spear 53
6 bikes, 2 cannons 152
Warlock, embolden, spear 53
5 fire dragons 80
Serpent
TL cannon 100
Vyper,
EML, cannon, 75
Vyper,
EML, cannon, 75
Vyper,
EML, cannon, 75
5 Dire Avengers 60
Falcon
EML, Holo fields 170
Night Spinner, Holo fields 150
Night Spinner, Holo fields 150
Total 1998
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So my old list had 3 squads of bikes as 1/1/2, but now I'm running 2 squads at 1/2/4. I found that I had issues where the troop bikes were just a little too small. It was nice having them so small and mobile, but they couldn't pick off anything over half strength and were not doing what I needed them to tactically. Going to the double-cannon 7 man squads, I believe I can keep they cover saves up while actually being able to use their 2 cannons to prove the volume of fire I need to do some damage.
Old list had the dragon wagon with stones and
TL lances. Dropping it to the bareback setup is not an issue, in 9 games I think I managed to get it to pop 1 vehicle since most of the time its going 24" or dead/weapon destroyed. I always knew this was a place to drop points if I needed to, and I've finally done it. Now I can suicide it without even a second thought, just like its designed to
Vypers are pretty hit and miss, but I do love their setup. Not in a squadron, generally don't draw much fire with the council and 4 real tanks out there, and they're amazing at zipping around the back. If they're already behind enemy lines, 6" move with S8 missile and 3 S6 shots from the cannon is a great can opener. I just love their utility and low threat index, so don't plan on dropping them soon. Plus, I'm limited by the
FoC to get anything else, and the only real alternative is more
GJBs.
The falcon has been strange. Being a 9-shot gunboat in my old setup (scatter laser and cannon) with troops in it made it a big target, so I've dropped it back to just the
EML and holo fields and using it as an objective camper moreso than before. Not exactly loving the idea of losing so much S6 firepower, and I feel that this config is a downgrade, but I need it to stay safe, especially since I've lost a troops slot in the reworking.
Both prisms have changed to nightspinners, and I grabbed holo fields. The
HFs were a long time coming, been wanting them for a while (1 shot, it hits, pens, 5! FUUUUUU-), but jumping ship to nightspinners is a big call, especially with TWO prisms (where having only one prism in a list become a nightspinner is normal, most people seem to keep prism pairs). I don't know, they have done some good things for me, they're reliable shooting, but I just don't feel like 1 shot per turn is worth the 230 points (300 with
HFs) invested. I really, really want feedback on these bad boys. The idea of pinning/slowing my Ork opponents Nobz so that my council can close in without risking the move - waaaugh run - assault that owns me in tarpit hell on his turn. I managed to pin the Nobz one game, and used my assault move to setup my council. Next turn, heavy flamers wiped the squad, and it was all thanks to a Vyper plasma missile. Nightspinners seem to be a sure way to deal with hordes, but are they really bad vs mech and
TEQs? Rending can help against
MEQs and
TEQs but I don't count it as reliable.
The single spear in the council is for wound allocation. Billy the Warlock is there to eat every melta, lascannon, powerklaw and relic blade hit, and somehow walks away most of the time. He is almost as feared as the Farseer who leads them. He threw his spear at a stompa in apocalypse and took a structure point. What a boss.
Back on topic, I really want some feedback on the Night Spinners in this list. Fire Dragons and Council just seem to be more than enough anti-heavy, and the vypers and newly-fitted falcon are great for low-armor clients. Everything in my list minus the troop
GJBs is anti-tank, and the prisms were often shooting at squads in most games. I also want some general feedback on the composition, dropping one
GJB squad to buff the other 2, and all-comers ability. Lets get some fine tuning done, I don't want to hear "drop bikes, go mech, get more dragons, drop vypers, get prisms nubsauce", I want actual discussion on synergy and playstyle. I'd love to hear from akaean, Araenion and BlueDagger, especially.
Go.