I appreciate your input, thank you.
Two items don't quite makes sense and I disagree with some other.
Right now it looks like a list of good units rather than a list that "goes together," if that makes sense.
For instance, 3 wave serpents for 2 units that could actually fit into one serpent.
I agree it's a selection of good units and less focus on meshing.
I'm not sure if you're seeing the units as I am. I plan on 5 FDs
& 5 DRs in Wave Serpent #1. Same again in WaveS #2. And the 10 DRs in WS
#3. The footer farseer and warlock would join in any of the rides.
Generally speaking, Dire Avengers are the troops of choice for mech lists.
Put 1 DA
and 1 FD
unit in each wave serpent. You could get away with only 2 serpents starting out.
As the Wave Serpents are possibly the best & toughest transport in the game, I'm going with them for objectives, so I'm okay running 3. I ran four back in 6th ed.
You're right on the rules, but I used 2 farseers in 8e a lot. Farseer Skyrunner is Doom & Mind War, and the footer Guide & Asuryan's Will or Executioner. Doom & MW
would go forward, Dooming main target and then character pounding, which the rangers would follow up with; with Smite in case it was called for with Unparalleled Mastery.
Farseer on foot would back-field babysit Guide the DRs and use the other power depending on situation. For fun, one can run that 3rd farseer, with the last two 'Runes of Fate' powers. So, I'm not sure what you mean when you state I'm running too many.
Dark Reapers are good but I'm often surprised by how mine bounce off their intended targets. They only have AP
-2 after all.
Huh. For the most part, my use of the 10 DR crew would usually erase their target. I have other 8e lists with 21 DRs, though those games tended to be very one sided (as did most of my 8e games).
If you like mech, go that direction with everything. 1 unit of Dark Reapers to hold backfield objectives could be worth it but you're a little divided.
The new missions don't really have 'back field' objectives, as best I can tell from the RuleBook, as they seem all rather far forward from what ITC missions were.
You really need a dedicated close combat unit in 9th to take and keep objectives. Even just one beefy one would do the job.
I do have 10 Wraithblades, but wow, they do hog up points. I have scorpions, but they're not resilient enough for what the InterWebs say about needing tough units to objective squat. No banshees, niether.
The shootiest units for me surprisingly are jetbikes with shuriken catapults and doom. Each squad of 9 gets 36 shots that rend quite often.
, that'd put them too close to the enemy, and they'd get assaulted, so I predict.
Plus, the meta will pick up in the mode to kill Primaris Marines, and jebikes are almost the same as Primaris in toughness (not just the stat), but with a weaker armor save. Further, with the 'Fly' keyword getting nerfed with the inability to still shoot after Falling Back, and Feigned Retreat is too costly now, I'm less inclined to field them. I never did in 8th anyway. I loved them in 6th & 7th. Ah, ScatLas Laser Lock ... good times.
-1 Farseer, give the wing to the warlock
-2x5 Dark Reapers
- fire pikes
- 1 wave serpent
+ star cannons
+ 15 Dire Avenger, Exarch with 2 guns
You've got a lot of points left over. No close combat yet but maybe you can stay shooting pure?
Vypers, Jetbikes, or Warwalkers depending on which slots you want to fill.
Shoot people off objectives, then fire and fade onto them.
Good suggestions, and I own the units. Too bad it'll be sometime before actually testing stuff out.
Damn you, covid19.
I have a dual hemlock list I want to play (that 3rd one is going to sit on the shelf - -
write the new Battalion with only 2 flyers allowed?!?! Bastages!! Scum! Rapscallions! Argh!! #@$%@%&**!!!!!
- - and I've built a Wraithblade + Wraithlord list, too. The WraithKnight is still too high in points to use (you can see his foot in my avatar picture). I am basing these on facing the Iron Hands and SM
goofery that was dominating last winter & fall. Again, I hope you're not put out on my disagreeing with your advice.
Overall, the simpler 'game plan' is mount up in case the opponent goes first. One Wave Serpent is likely to die, but not two (I hope I'm not too naive). My turn, DRs bail out, set up for shooting, Fire Dragons staying in their rides as it's likely their choice targets won't be that close, and those Wave Serpents go forward for the Rule Book's objectives. Doom, Guide, shoot, etc.
If round 1s shooting is effective enough, as fast as 8e usually went (slower now with less models on the board) there will be less punch for the opponent's counter attacks. Fire Dragons are close enough for whatever big mech targets ... unless opponent holds back for a later game plan, but assuming the Wave Serpents aren't spent, they go forward and I'm sure it'll get messy from here.
I know I've disagreed with most of your advice, LordoftheSwarm, but, again, I hope it's received with good intention as exchanging and considering ideas.