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Since the serpents are twin linked, and so is the night spinner if you take it, consider dropping guide and grabbing doom. Unless you take a walker or vyper squadron, guide isn't going to pay for itself.
War Walkers are almost exclusively taken as double scatter lasers, because 60 points gets you 8 S6 shots, which is actually better for transport popping than lances/EMLs and also cheaper. Combined with scout, they can even threaten battle wagons and leman russes with outflank. Consider dropping the vyper and getting more walkers with lasers - they're cheaper and not open topped, but not as mobile.
Overall I like the list, but you need to focus a little more rather than taking one of everything. If you deploy 3 bikes and 4 tanks, your bikes WILL die to any shooting that can't hurt the AV12 vehicles (so every heavy bolter and most multilasers in range). After that, your single vyper and single war walker are prime targets. If you lose them, you're stuck with 3 24" guns with a good chance of having them stunned/shaken, with a night spinner.
I'd drop the bikes (76), vyper (60), walker (80) and cannons on the spinner and 2nd serpent (20) to free up 236 points, and use those to bring 3 walkers with double lasers (180), upgrade both serpents to TL EMLs (30) and guide to doom (5). That costs 215, so you have 21 points left, either for putting the cannons back, runes of warding (godly for 15 points), or free up a few more to get holo fields on the spinner.
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