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Spearhead Detachment.
Stygies Dogma, Shroud Protocols.
HQ.
Techpriest dominus, autocaduceus of arkhan land, fabrications of the artisan, warlord = 80.
Techpriest daedalosus, monitor malevolus = 50. (Mechanicus Locum)
Troops.
x5 kataphron destroyers, plasma culverins = 240.
x5 kataphron destroyers, heavy grav cannons = 20.
x10 skitarii rangers, x3 transuranic arquebus, omnispex = 113.
Dedicated Transport.
Skorpius dunerider = 73.
Elites.
Cybernetica datasmith, divination of the magos = 41. (Mechanicus Locum)
x4 servitors = 20.
Fast Attack.
x5 ironstrider ballistarii, twin cognis autocannons = 300.
Heavy Support.
x5 kastelan robots, x3 heavy phosphor blasters = 550.
x3 skorpius disintegrators, belleros energy cannons = 333.
Total = 2000.
Models = 40 + 4 vehicles.
Command Points = 12-2 = 10.
I've noticed from watching the few 9th games now that you need 'wings' to advance and attack the gain objectives this edition. AM have a fantastic amount of shooting on multiple survivable platforms. Vehicles gaining a massive bonus here. Sticking with stygies for the usual -1 to hit protection and more importantly the fall back and shoot canticle (twice for cp if needed). The first turns canticle will either be cover or reroll 1s in shooting depending on 1st or 2nd turn.
The first wing is the stay at home wing with the 3 skorpius disintegrators that stay back and either hide to fire out of los or find safe firing lanes to use all their weapons. Hidden servitors for actions if necessary or to screen DS. The 10 rangers gaining high ground if possible to take pot shots at vehicles or characters. The transport for blocking and to pick up the rangers and go for a late game objective if possible. The rangers can be swapped out for 10 vanguard with x3 plasma for the same points, needs testing.
The second and most powerful wing goes for the hardest objective or choke point and squares up to the enemies hardest units. Consisting of a front screen kastelans a rear of plasma destroyers and a gooey center of the warlord and datasmith. The kastelans dont need explaining except they can move and fire, fire in cc and pseudo fight in cc if needed. The datasmith can have them fallback and shoot from cc with his warlord trait. The destroyers have ob sec for a moving castle right behind them. The warlord and datasmith can do lots of tricks with their warlord traits like exploding 6s, extra ap. Strategem for +1 to hit on both units is old reliable. Warlord rerolls 1s to hit and heals himself. Both characters heals units around them.
Third wing is a bit weaker but still powerful consisting of balistarii up front, daedalosus in the middle and grav destroyers behind. Balistarii as vehicle's can do the same as the kastelans except they are weaker in cc, they can be at +1 to hit and wound for some cp. The grav destroyers can take advantage of the daedalosus +1 to hit. They go towards another objective like the other wing on a multi pronged attack. The daedalosus regains cp starting with 10 so plenty left.
As a late game objective or a smaller attack wing the rangers can jump in the dunerider and chance it once the smoke has cleared. The servitors can also be used as a screen if I castle.
Whole army has high toughness and -1 to hit with various ward saves. Quite mobile and multiple threats. Anti tank isn't as dedicated but the sheer amount of long range shots and multi wound damage should be enough. Hordes are toast and is elite infantry. Quite good versus primaris more importantly!
Obviously with 9th edition points changes happening soon I may have to shave about 250 points, which would be the rangers, dunerider, servitors and datasmith if needed. Should still work in principle, just tighter.
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