Okay so here's my go at 1000 points. I want to have a reasonable amount of anti-infantry, anti-MEQ, anti-TEQ, anti-MC, anti-tank and anti-Flyer/FMC firepower present. At the same time, I want to put my opponent under pressure instead of "having him come at me" (as would be traditional for gunline armies) and thus giving him control of the battlefield.
HQ: 179p.
Commander Lightblade, 2 Gun Drones
weapon-systems: 2 fusion blasters
wargear: drone controller, target lock, iridium armor, neuroweb system jammer
So the plan is to attach my Commander to the unit of 3 Crisis suits and have them deep strike together without scatter within range of the homing beacon of the Stealth Suit Shas'vre carrying it. Failing that, they will deepstrike normally. The Commander's job is to tank wounds (especially S8 AP3, but even small arms fire is not problem thanks to the 2+ and T5) and dedicate his firepower to removing the toughest enemy armor - two BS5 fusion blasters with a 9" melta range is nothing to sneeze at. The Neuroweb system jammer will also help make the enemy think twice about double tapping everything he has got around the suits. The drone controller is there because I had a free hardpoint and instead of taking a backup anti-infantry weapon (like the grenade launcher) or the stimulant injector, I decided to make all my drones' anti-infantry firepower that much more lethal.
Elites: 339p.
3 Shas'ui XV8 'Crisis' Battlesuits, 3 Gun Drones 197p.
weapon-systems: 6 plasma rifles
wargear: 1x vectored retro-thrusters
These guys are my termie and MC killers. 6 plasma rifles means a lot of pain for MEQ/TEQ/MCs
XV25 Stealth team 147p.
1 Shas’vre w. fusion blaster, homing beacon, markerlight & target lock
2 Marker Drones
1 Shas'ui w. burst cannon
1 Shas'ui w. burst cannon
wargear: bonding knife ritual, stealth, shroud, infiltrators, deep strike, vectored retro-thrusters
My omnipurpose unit. These guys can deepstrike before the crisis command and thus, the homing beacon will already be in place by the time the crisis land. Alternately, they can infiltrate. Either way, the drones are ablative wounds to the otherwise sensitive Stealth Suits, but they can still soak up some firepower from the 4++ cover they have. 3 Burst Cannons = 12 S5 shots coming from this squad, and then you have the 'Vre's Fusion Blaster that can split fire and target a tank, or he can use his markerlight (along with the 2 others coming from the drones) to hopefully light up whatever unit the crisis suits are about to annihilate and strip them or cover (small chance) or at least improve their BS.
Troops: 219p.
Firewarriors (6 Shas'la) 149p.
wargear: 6 Pulse rifles, photon grenades
*Devilfish Troop Carrier
weapon-systems: Burst cannon, 2 gun drones
wargear: landing gear, disruption pod
My objective grabber. Any objective that is "out there" needs to be claimed, and the disruption podded fish offers mobility and provides a nice fire magnet I can rely on thanks to its 4++ cover save.
Kroot Carnivore Squad (10 Kroot) 70p.
wargear: 10 Kroot rifles w. sniper rounds, infiltrators,
move through cover, stealth (forests), outflank
These guys guard my home objective. Alternately if it is not an objective based game, they will outflank.
Heavy Support: 256p.
Hammerhead Gunship
weapon-systems: Ion Cannon, twin-linked Smart Missile System
wargear: blacksun filter, disruption pod
My mainstay battle tank. Ion Cannon to threaten any MEQ player. 4++ cover should keep it afloat. The blacksun filter is specifically there to make sure it cant kill stuff on turn 1
Sky Ray Missile Defence Gunship
weapon-systems: 6 Seeker Missiles, 2 Networked Markerlights, Smart Missile System
My anti-Flyer vehicle. Plus its dual markerlights can help almost anyone else in my army. The tank should also do well against FMCs and MCs as well.
Total: 1000 points
(31 models, 3 tanks)
2 scoring units
Your C&C is appreciated
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