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HQ - Coteaz rolling on divination 100 - Warlord Ordo Xeno's Inquisitor, CCW, Psyker level 1 rolling on Divination 50 Troops - 3x Servitor's /w Plasma Cannon's 60 Strike Squad x10 250 2x Psycannon's Psybolt Ammo Inquisitor /w Master Crafted Halberd Strike Squad x10 245 2x Psycannon's Psybolt Ammo Inquisitor /w Halberd Heavy- Dreadnought /w 2x Twin linked Autocannons and Psybolt Ammo 135 Dreadknight /w Nemesis Greatsword 155 1000 Coteaz will join a GKSS group and control the mid-field with Warp Quake and his special abilities, taking full advantage of prescience and other divi powers. (forewarning will get insane giving the troop squad a 3+ invul in combat) Dreadnought stays far back in cover, shooting flier's/heavy armor. Ordo Malleus Inquisitor stays back with the henchmen slamming their cannons into whatever they please. Dreadknight plays a flexible role, either gunning for the opponent's ap3 battle cannon right away or tying up whatever assault unit tries to advance forward. Either way he soaks up a lot of firepower. I'm happy with the mix of anti-air, MEQ and TEQ killing power in the army. Just the amount of consistent shooting allows me to blow away horde armies, even in combat the strike's will destroy most who lurk too close. Weaknesses? Hard to say,tough to flank this army with any deepstriking what so ever, outflanking with a group of TEQ would cause some problems for me. A mech list would fair alright vs this but would have to be very dedicated in order to weather the high strng firepower. Long ranged infantry would give it some trouble, making the warband rely on Henchmen/Psydread for 2 turns. Critique welcome
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