spooniermist wrote:First time post!
From my limited expertise, here are my thoughts:
What is your plan with the Farseer? To guide the pathfinders? If so, have one combined squad, give the farseer 2/3 powers and spirit stones and make him take divination powers. This should hopefully give them the re-roll to hit, as well as ignore cover rules, and make them a big threat (especially with the sniper rules!)
Farseer is for Psychic defence and prescience on ravaged mainly. Pathfinders as two squads are two.scoring units that are much harder to kill and better at objective camping than one job.
Your wracks in the Raider are going to be a big target in that raider, consider dropping them into two Venoms for VENOMZPAM, or put the two Wracks into a raider ot increase the anti tank weaponary, although this reduces your scoring units to 3...
If my opponents wants to shoot a <200 pt counter assault unit in a shooting army then that is putlrely good for me.
Your trueborn are fairly inconsistent: having 2 dark lances on trueborn is, I think, more expensive and inefficient than Blasters. Yes, they have a longer range, but with this they cannot move the turn they fire (you can't rely on snapshots) and they only have two weapons instead of 3/4.
Blasters are more expensive for four and useless once the transport gets popped. Also they rarely shoot turn 1 and mean my raider is only moving 6" instead of 12" further they want to close whilst my army wants to stay back. They are a good unit, but foot based lances are better in a long range shooting army. They can also be Prescienced to up their out put, blasterborn can't.
The other TrueBorn are even more ineffiencient. 2 Splinter Cannons AND 3 blasters? That means that, if you are firing at tanks 40% of your squad it useless, and if you are firing at light infantry 60% is massively overpowered for what it's doing. This sort of load out will only for against monstrous creatures really, so reconsider this.
These unit have been my MVP in about 60% of my tournie games (both 5th and 6th). You are missing the point of the unit I think. They are anti heavy infantry, they take out
TEQ,
MCs, Hive Guard, Mephiston, Paladins etc. Without diverting dedicated anti tank or masses of anti light infantry firepower they are very good at this. Also as most of these units want to get in your face, unlike with anti vehicle blasterborn, there is no need to advance them ahead of my main force.
I've not really played with the voidravens, so can't comment, I'm afraid!
Not too sure o. These myself, usually take Razorwings, but am trialling these for the added anti vehicle punch
Consider taking a flickerfield on the ravager. The Jink save is nice, but there's enough to counter it (as well as if you don't take the first turn) that I think 10 points is worth it.
What would I drop?
Generally: you are lacking reliable anti-tank at this power level. I'd seriously consider running 3 blasterborns (3/4 trueborn with blasters in double splinter cannon'd venom) as your elite's slot, and stick with your loadout for HS.
I'm not sure about Wracks personally, I've never had much luck with them, but 4 of them with liquifiers in Venoms would be very funny, and those, with the venoms from the Blasterborn, will be able to deal a massive amount of poisoned 36" guns a turn (84 with 7 double splintered venoms!). This will make any infantry cringe, and will even dent space marines if you consider that mathhammer dictates that each venom will cause 4 wounds a turn!
I've already got 72 splinter cannon shots, plus 10 sniper that is actually more than in your setup wound wise. I also don't like blaster orb for the reasons outlined above,pushing my venoms into bolted range and relying on them or debussed.true orb to survive just doesn't work. My list is designed to dominate at 36" then counter charge/clear objectives with Wracks late game. Blaster orb are just too unreliable. I have 7 Dark Lance and 4 voidlances for just under 6 hull points and 2 explodes results per turn on average... Surely that should be enough. Also if my opponent goes 100% mech the antiTEQ Trueborn can still carve open transports if neccessary.
Thanks for the feedback, I appreciate it as it is really usful to see what others think. I have playtested with your concerns in mind (they are the same ones I originally had with this list) and found them unwarranted. I'm quite pleased you didn't come up with any I haven't already accounted for, but would be happy to hear anymore potential weaknesses as I'm probably missing something. I'll try to get a game against full mech guard or Cronair to test any anti tank capabilities more. Have a game against
GK tommorow, any other opponents you think I would have real trouble facing so I can test against them?