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been thinking about an uncommon list to take advantage of Swordwind attribute for the battalion and going full shurikens, and expert crafters/masterful shots for detachments with MSU.
Don't really like the idea of going 4 HQ's but with 6 heavy supports and spare points I thought I'd try 2 spearheads.
I like the list. A lot depends on your local opponents, missions, and terrain. I am seeing a lot of Marines; within these armies are multiple Thunderfire Cannons and Eliminators. I am unsure you have enough indirect fire to threaten them. Those units excel in neutralizing Dark Reapers and the Eliminators can make short work of Warlock Skyrunners.
The Wave Serpents are still very good and are great at handling multiple problem sets within a game.
I see more and more Falcons being discussed, but I have not used any. They do appear to be aggressively pointed.
The list has a lot of the right tools and would be interested in reading how it fares.
No earth shattering, thought provoking quote. I'm just someone who was introduced to 40K in the late 80's and it's become a lifelong hobby.
Sarigar wrote: I like the list. A lot depends on your local opponents, missions, and terrain. I am seeing a lot of Marines; within these armies are multiple Thunderfire Cannons and Eliminators. I am unsure you have enough indirect fire to threaten them. Those units excel in neutralizing Dark Reapers and the Eliminators can make short work of Warlock Skyrunners.
The Wave Serpents are still very good and are great at handling multiple problem sets within a game.
I see more and more Falcons being discussed, but I have not used any. They do appear to be aggressively pointed.
The list has a lot of the right tools and would be interested in reading how it fares.
Yeah, agree with you I lack that indirect fire, I just don't like and see Night Spinners in my playstyle...
I'll be testing asap this and other lists I came to.
been thinking about an uncommon list to take advantage of Swordwind attribute for the battalion and going full shurikens, and expert crafters/masterful shots for detachments with MSU.
Don't really like the idea of going 4 HQ's but with 6 heavy supports and spare points I thought I'd try 2 spearheads.
Id switch the warlock with autarch in the repaer spearhead. That way you can use seer council strat and provide all of the re-rolls to reapers. Autarch re-rolls and expert crafters on msu reapers is amazing. You re-roll 1's for autarch ability and any 2 for expert crafters.
Also might be wworth sticking a serpent with dual start cannons/twin EML into their detahcment to keep the reapers safe T1.
Decent list. I have been runing something very similiar.
AngryAngel80 wrote: I don't know, when I see awesome rules, I'm like " Baby, your rules looking so fine. Maybe I gotta add you to my first strike battalion eh ? "
You could in theory slot in another falcon instead of that wave serpent and take an extra reaper and have one squad of reapers per falcon which would really saturate the threat. (Potentialy have enough for CTMs?) deploy reapers and then move the falcons to where they need to go. Id try masters of concealment as well for the mech units. Reapers would also benefit, 2+ save in the open might save their bacon from small arms/bolter fire.
Theres a lot of possibilities with the new traits. The only thing you need to be careful is that transports can only cary stuff from their respective craftworld (with the exeption of ynnari characters who can jump into any transport).
Also some strats and abilities are <craftworld> keyword specific.. This means that min maxing detchhment although has benefits it can also have limitations. Ive had it time and time again where i thought OMG this buiuld is going to kick ass and then realise strat/HQ configuration will not work as planned. Also depending on enviornmoment some people might have issues if stuff is not painted differently to distinguish different sub factions/craftworlds. YMMV.
Good luck in the wars to come my firend
This message was edited 2 times. Last update was at 2019/12/19 18:13:14
AngryAngel80 wrote: I don't know, when I see awesome rules, I'm like " Baby, your rules looking so fine. Maybe I gotta add you to my first strike battalion eh ? "
You could in theory slot in another falcon instead of that wave serpent and take an extra reaper and have one squad of reapers per falcon which would really saturate the threat. (Potentialy have enough for CTMs?) deploy reapers and then move the falcons to where they need to go. Id try masters of concealment as well for the mech units. Reapers would also benefit, 2+ save in the open might save their bacon from small arms/bolter fire.
Theres a lot of possibilities with the new traits. The only thing you need to be careful is that transports can only cary stuff from their respective craftworld (with the exeption of ynnari characters who can jump into any transport).
Also some strats and abilities are <craftworld> keyword specific.. This means that min maxing detchhment although has benefits it can also have limitations. Ive had it time and time again where i thought OMG this buiuld is going to kick ass and then realise strat/HQ configuration will not work as planned. Also depending on enviornmoment some people might have issues if stuff is not painted differently to distinguish different sub factions/craftworlds. YMMV.
Good luck in the wars to come my firend
Your last point is very true and didn't think about it honestly... well, all that's left to do is to try out different combos and see what feels best in the local meta.