Capamaru wrote:My idea on the list would be to go scatter bikes for troops and mech on heavy support and fast attack.
I see no windrider host formation, so how you got the aspect host?
Hornets serve best on 2 + 2 but lucking an additional model you can go 2 + 1 so you can have the option to split some of their firepower.
Ditch the brightlance on the falcon get a scat laser and a identical additional falcon.
Lynx is a great tool. I have one and used it on more than one occasions with the lance. It is a great anti bike and anti horde weapon, but I am gonna try it now with the pulsar to see how it works.
You dont really need holofields on it just spirit stones. If you get hit by something with the potential to blow you up in one shot you jink, otherwise you take the beating, ignore effects with spirits stones and shoot back.
Thanks for your reply.
I don't want to really spam the scat bikes as well they're pretty obviously
op for their points
lol. But in a more competitive environment definitely. I thought about ditching the wave serpent for another falcon, but I can't really find the points, and the objective secured serpent seems pretty sweet. Also while I love the falcon model I'm not really convinced it brings that much more firepower to the table than the serpent, if at all really.
Yeah I was thinking of trying the lynx with the pulsar. Magnetised it so have both options.
Would you replace holofields with spirit stones on the falcon, wave serpent and lynx?
I'm concerned that jinking with the lynx is losing a lot of points of fire power. But I guess it's better than losing the points completely! I don't think for the moment I'll be facing a lot of ignores cover, although the Space Marine orbital strike is a real concern, S10
ap 1 blast could just take it out easily. Will be deep striking it pretty much every game, particularly as it will be raining 4+ drop pods on turn 1...
I put the bright lance on the falcon as I don't have that much that can deal with AV14 in the list and it's pretty much a dedicated anti-vehicle unit carrying the fire dragons.
Reduced the dire avengers and tweaked the vehicles to get in another hornet. In this version I'd be hugely relying on jink.
CAD:
HQ:
Autarch, fusion gun, swooping hawk wings
Farseer, Jetbike
Troops:
5 Dire Avengers, Wave serpent, Twin linked Scatter Laser, Shuriken Cannon
3 Scatbikes
3 Scatbikes
Fast Attack:
2 Hornets, each with 2 pulse lasers
2 Hornets, each with 2 pulse lasers
Phoenix bomber, phoenix missiles, pulse laser, shuriken cannons.
Heavy Support
Falcon, Bright Lance, Shuriken Cannon, Spirit Stones
Lynx, lynx pulsar, Spirit Stones, Ghostwalk matrix
Formation: Aspect Host +1BS
6 Swooping Hawks including Exarch
6 Fire Dragons including Exarch (ride in falcon)
5 Warp Spiders
TOTAL: 1850pts.
What do you think? The real issue I have is what to put on the table turn 1 to take the drop pod alpha strike, nothing is that resilient. Any ideas?