What I've found is a lot depends on what you regularly play against. If you are going to larger events, this list would have trouble. However, if you mostly play local with some RTT style events, I think there is some tweaking you could do. It has a reasonable balance to play 6th edition.
Guardians: I am not sure why the Cannon and a Brightlance. It looks like the Spirit Seer and Warlock joins them and sits with the Quad Gun. For longer ranged shooting, you have a Quad Gun, Shuriken Cannon and a Brightlance. All with varying ranges and target priority. I would look to build a better synergy with those weapons.
-Spirit Seer: Why the Fire Sabre? Not saying it is a bad choice, but I don't understand it.
-I like the Hornets.
-How does your War Walker configuration work for you? As you have a 3rd HS slot available, why not just separate the Brightlance War Walker into a unit of 1 (obviously be careful not to give up First Blood) and you retain the same firepower, but now have the option of firing at 2 seperate targets?
-I highly recommend looking into how much terrain impacts the movement of your Wave Serpent. I've become a big fan of Ghostwalk Matrix, especially for units such as D-Scythe Wraithguard. Being able to position a WS in terrain exactly where I need it and not worry about a dangerous terrain test has been very useful.
A question I have just by looking at your list. How often do you play against Tau or other players who utilize a lot of 'Ignore Cover'? I'd wager you are banking on buffing cover saves a lot and if someone denied your cover saves, the army would start to crumble pretty quick. To me, this would be your achilles heel.
Hope this helps.
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