akaean wrote:it looks pretty solid, but a few things bother me a bit.
1) I don't see why you aren't spending the additional 13 points per guardian jetbike squad to give them a singing spear and a shuri cannon. The extra range from the cannon, and the s9 from the Spear really helps the squad contribute some ranged fire power. Its not a big point investment, and the extra weapons can often come in handy.
Okay, if I drop one group of
GJB that frees up 116 points. I can use 26 of those points to add 2x Shruiken Cannons and 2x Singing Spears to the other 2 groups. The remaining 90 points could go to 2x Jetlocks to accompany the Jetseer - I'll scounge for the other 45. Looks like I may have to give up the
DA in the
WS for a
GJB squad...
akaean wrote:2) I'm hesitant about your farseer- if you wanted to go for mindwar- for the sniping and such, I would recommend really fitting out one of your jet bike squads for fire fights (6 guys with 2 cannons and a destructor warlock) That way you have the Farseer's leadership 10 to help avoid breaking and significantly more fire power from the squad as a whole. It also would give them more bodies to benefit from your fortune cast and a few more numbers to protect from small arms fire.
I would rather avoid a Seer Council - I've had some success with them, but overall I don't have enough experience using them to run them at the top of my game. Adding a few bodies though, is a good idea. See above.
akaean wrote:The problem I see is with the way your GJB are currently set up, they'll be spending the majority of their time in turbo boost and swooping in on objectives- this does not make a good platform for an 18 inch shooting psychic power. And don't forget that because of the turbo boost rules, you aren't aloud to do anything OTHER than turbo boost if you decide to turbo boost. This means if you do anything before you can't turbo boost, this means no psychic powers- so you can't actually fortune the 3+ cover save... The best you could do is fortune a squad next to the farseers squad and then boost them. But the Farseer cannot fortune hers or her squads 3+ cover.
You have some things right here. The
GJB will be mostly Turboing around for the 3+. But they don't have an 18" psychic power to shoot? With the addition of a shuriken cannon and a singing spear, as per your earlier suggestion, they become a bit more useful, but still, they are to capture and control, not be the forerunners. The seer isn't going to be boosting at all really. With
SS, Mind War and Fortune, her job is to stay fortuned and pick off annoyances like termies or other deathstar units.
akaean wrote:I'd also recommend fitting a singing spear onto your Jetseer. The loss of an attack isn't a huge deal and you pick up an s9 bs5 shot for hitting vehicles with. Since she should probably be actively avoiding close combat when shes with guardian jetbikes its a pretty good trade.
Since Mind War is a psychic shooting, I couldn't use a Singing spear anyways...right?
akaean wrote:3) the last thing that seems weird is the wraithlord. You have a fair number of psychers to support him but they are all moving super fast- in fact everything in your list can move super fast... except the wraithlord. To be honest I'd drop him to beef up your squads as suggested above. His load out also seems a little odd. You have an s8 gun paired with an s6 gun and an ap3 gun paired with an ap2 gun. This doesn't have great synergy. If you wanted anti terminator shooting you'd go with lance + starcannon to double up on ap2. If you were thinking anti vehicle you'd go lance + EML to double up on s8. You get the idea. I've heard that lance + missile is the best set up for a ranged lord if you are dead set on that, but I just don't think he synchs very well with the rest of your army.
Honestly, the Wraithlord is my favorite model, so I really wanted to make room for him. That said, I'll definitely change the loadout for anti-termy. I have the
FD for anti tank, and fast moving
SS.
So, overall - Change
WL loadout, drop one set of
GJB, add 2x
SS and Shuri Cann to the other 2
GJB, and add 3x Jetlock to the Seer. Looks like:
HQ Farseer
-Witnessing, Warding,
SS, Fortune, Mind War, Jetbike......180
3x Warlocks
-3x Jetbikes........135
Elites
5x Fire Dragons
-Wave Serpent w/
SS, Scatter Lasers......205
5x Fire Dragons
-Wave Serpent w/
SS, Scatter Lasers......205
Troops
3x Guardian Jet Bike
-1x Shuriken Cannon
-1x Warlock w/ Embolden, Singing Spear.........129
3x Guardian Jet Bike
-1x Shuriken Cannon
-1x Warlock w/ Embolden, Singing Spear.........129
3x Guardian Jet Bike
-1x Shuriken Cannon
-1x Warlock w/ Embolden.........126
Heavy
Fire Prism................115
Fire Prism...............115
Wraithlord
-2x Flamers,
BL, Starcannon.......160
Total: 1499
Is this more akin to what you were saying?