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Like the list overall, just a couple tweaks.
The 5 man footborne squad with the DL's could probably be dropped to 3. 2 extra bodies will not really keep the squad alive, as a barrage can snipe the lances(making it useless) or it will get shot apart with any serious looks. Main goal is stay out of range as long as possible, or even to go in a venom. Yeah, cant move the venom but more long ranged dakka(at a different target) along with a shield for the squishey dudes. Redeploy if you must, and throw night shields on and then you really play the range game.
Splinter rack kabbie squads are cool, but I would drop the blasters. The squad needs all the rifles it can get(the cannon is ok for the extra dakka) to make the best of the racks. There are a great place to put night shields.
Ravagers need night shields in 6th. That reduction to range is critical.
Haywitches could just go in a venom, as you have the incubi for hardcore assault.
Speaking of, drop their raider's flickerfields. A 5++ against a mass assault wont save you, and jink offers the same protection against most weapons. Consider aethersails on the raider, as you want the incubi in combat turn 2, and not footing it. Night shields are also a potential choice to prevent a 1st turn shootdown(hide it behind something for cover instead of flickers, once you move jink kicks in)
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