MarkCron wrote:I guess it depends how you are going to play the liths. Looking at the list, you aren't going to need the teleport ability, so I guess you are just going to move everything up together, except the CCB flitting around?
If that is the case, why 10 Deathmarks? 2 X 5 would make more sense, except you would have to drop a lancetek to get the extra veil.
Pretty much. Move everything up as one, using the pulses to grant two turns for the teks to fire without fear of true retaliation, and the
CCBs coming in to try and tear up anything bigger and mean looking (Land Raiders, Manticores, etc). Once the units are on foot, I figure they should be easy picking for the Deathmarks and monolith weapons, and then using the monoliths (Those that survive) to contest / pull units to hold objectives in later turns.
I did think about taking two squads of five deathmarks instead, but figured the extra teks would be a good idea.
ShadarLogoth wrote:I could see using the Monos to provided cover saves for the GAs. Anti Vehicle could be an issue but that might be slightly over come by the fact that the bigger the parking lot the better chances of the Mono's Pie Plates scattering onto something useful.
And the
ccb, and hoping that with two turns of night fighting, I can put more damage on you before your true firepower comes to bear. But it's all theoretical.