Lord of the Fleet
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Okay, so I'm slowly absorbing all the options, and here's my first list at 1500pts;
Executor - 50pts
Sentinels (4) - Marksmen Training/32pts
Lancers (7) - 2x Nanite Grenade System, Nanite Missile System, Marksmen Training/84pts
Hellcat - Energy Field Generator (2), Hard link Targeter, Sensor Suite, 2x Nanite Missile System/92pts
Lancers (7) - 2x Nanite Grenade System, Nanite Missile System, Marksmen Training/84pts
Hellcat - Energy Field Generator (2), Hard link Targeter, Sensor Suite, 2x Nanite Missile System/92pts
Lancers (7) - 2x Nanite Grenade System, Nanite Missile System, Marksmen Training/84pts
Hellcat - Energy Field Generator (2), Hard link Targeter, Sensor Suite, 2x Nanite Missile System/92pts
Lancers (7) - 2x Nanite Grenade System, Nanite Missile System, Marksmen Training/84pts
Hellcat - Energy Field Generator (2), Hard link Targeter, Sensor Suite, 2x Nanite Missile System/92pts
Ghost - Energy Field Generator, Hard-linked Targeter, Sensor Suite, Particle Annihilator, 2x Nanite Missile System/122pts
Ghost - Energy Field Generator, Hard-linked Targeter, Sensor Suite, Particle Annihilator, 2x Nanite Missile System/122pts
Ghost - Energy Field Generator, Hard-linked Targeter, Sensor Suite, Particle Annihilator, 2x Nanite Missile System/122pts
Doomhammer - Energy Field Generator, Hard-linked Targeter, Sensor Suite, Nanite Multiple Missile System, Nanite Missile System/172pts
Doomhammer - Energy Field Generator, Hard-linked Targeter, Sensor Suite, Nanite Multiple Missile System, Nanite Missile System/172pts
My initial thoughts are that the vehicles appear to be fragile clocking in with max AV11. In reality, the 9 vehicles in this list with 27 hull points between them, are in fact the equivalent of ~40 hull points or 13 vehicles with permanent 4++ saves against anything. So its surprisingly durable, particularly the fliers.
My next thoughts are that by spamming a single weapon (nanite missiles) I have all my bases covered. This 10-15pts weapon has an option for any threat; S8 for vehicles, AP2 for TEQ, ignore cover, or just large blasts. The anti-air work is done by the ghosts who have similar firepower to the Vendetta at a similar cost. Frankly, I have a hard time thinking of an army I couldn't shoot of the board with this list. The shortest range on vehicles is 36", which is plenty, and the fast skimmers mean I have the mobility advantage. I can picture every game being a game of keep away until T5, when you zoom to the objectives and disembark.
My problem with the codex first and foremost is the nanite missile system. Its just simply too good. Its cheap, and its everywhere, and its a perfect combination of plasma gun, missile launcher, flamer, and template thrower. Its both too cheap and too versatile. If you had to purchase the system, then buy the ammo for increasingly more cost, it'd be better. Like; "...may take nanite missile system for +15pts and select one missile ammo for free. Additional ammunition types cost +10, +15, +20, so on. This way it allows you to reasonable diversify for reasonable costs (25pts total for two ammo types), but becomes increasingly more cost prohibitive. This means I have to specialise and actually think in my list building, rather than just spam a single weapon. Something to chew on, but the nanites in general are so vastly superior to, well, anything, its absurd to take anything anything but them except for dedicated anti-tank work.
The particle weapons are decent, I'd personally make the particle annihilator S8 AP2 lance, R60", while keeping the destructor the same. Maybe a few points tweaks, but I'm not that far into all the combinations for this army yet.
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