gobbowarboss wrote:Okay so the codex arrived and i have built a 1000 pt list to try and use. i liked the idea of the buffmander so im thinking about using the configuration. any constructive criticism would be welcome.
HQ:
commander - twin-linked flamer
stimulant injector
onagar gauntlet
command and control node
puretide engram neurochip
multi-spectrum sensor suite = 165 pts
elites:
3 crisis battle suits - shasvre - plasma rifle, missile pod, stimulant injector
shasui - plasma rifle, missile pod, stimulant injector
shasui - plasma rifle, missile pod, stimulant injector = 211 pts
1 riptide - ion accelerator, twin linked smart missile system, stimulant injector = 220 pts
troops:
5 fire warriors - marker drone = 57 pts
5 fire warriors - marker drone = 57 pts
5 fire warriors - marker drone = 57 pts
5 fire warriors - marker drone = 57 pts
heavy support:
2 broadsides - shasvre - twin-linked high yield missile pod, twin-linked smart missile pod, drone controller
shasui - twin-linked high yield missile pod, twin-linked smart missile pod
2 marker dones = 172 pts
do you think this is viable in a casual setting? thanks for reading the list
To some degree this is a matter of taste, but I will try to add constructive feedback
Commander, why
TL flamer (shred-lite) over 2 flamers for same cost for potentially double the amount of wounds?
Onager gauntlet? its cheap so it's not a big deal, but i don't want my buffmander in melee.
Stimulant injectors on t4 3+ is not a great choice, 1 battle cannon shot will
ID and ignore
FNP a whole squad of suits. Iridium suits is key there, to get t5.
Suits, same with stims here, not the best on a t4 platform. If you run them together, i'd run 2 with target locks, to give the option to shoot other units. if separately... i'd save the points on 3rd option. Possibly run duel fusions with a shield generator to survive as a suicide suit a touch longer.
Generally i find the 'vre upgrade a waste of 10 points, unless you want to attach to fusion suits again with PEN chip
Its a bit of a sore spot on the forums, but you can bring interceptor on your riptide for 5pts, and choose to do so. I also don't run it, but really that's a chosen weakness on my part,
You have to upgrade a firewarrior to a shas'ui and then buy the upgrade, there are better/more efficient ways to get marker lights. If you aren't building a strong gun-line, i'd run them at min possible cost.
Broadsides, they uniquely have access to missile drones (s7ap4 36" range), so if bringing drones, i'd recommend those. Again 'vre upgrade doesn't really help. Another great place to bring
EWO or possibly V-Tracker to intercept deepstrikers in range, or dakka fliers down with s7 fire.
Automatically Appended Next Post:
Rommel013 wrote:I would drop Onager Gauntlet (the donkey punch) for Drone controller) and slide marker drones onto him for
BS 5 Markerlight. I'd probably also swap him to missile pods as you want to keep him out of
CC range with the Markerlights. Target lock might not be a bad option on him as well, that way he cab kill a unit while his drones mark another for your
FW/Sides.
I personally like running individual Crisis units with identical weapons for target priority purposes ie: 1 unit with dual plasma, 1 unit with dual flamers, 1 unit with dual fusion, this way they're specialized for a target type - horde control, tank killing, etc. I generally don't run them with stims since they're so cheap you can get another entire model for the price of a few stims and increase your shooting output.
I really like Pathfinders. They can be kitted out with Rapidfire
STR 6
AP 1 Rails or deploy Markerlights all game - either way they're a low cost, fire drawing, force multiplier. A Shas' with an Ion Rifle and a pair of Marker drones is a cheapish upgrade that gives even more high
STR range and even more Markerlights.
Pathfinders are fun, but at 21 and 26 points for ion and rail version respectively, in a fast attack slot, its hard to argue them as points effective. 2ndly, doesn't bringing the upgraded weapon replace your pulse carbine and marker light? so you cannot poop out non-relentless marker lights OR fire turn by turn, you've elected them not to contribute markerlights at all