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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.
I really want to include a Nemesis Daemon Hammer in each GKSS but I simply don't have 20 points to free up, I should probably take another Psydread instead of the Knight but that's no fun.
Critique welcome
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