Voldus will be a monster at 500 points, Having all 6 powers to cast will make your psychic phase very dangerous.
He becomes less necessary as games get bigger. But at the same time you know your opponent will have a nasty Dreadnought flying around. So whoever you take will definitely need a hammer. When you add the cost of the hammer to the regular GM, they're almost the same cost, even though Voldus is so much more powerful.
I wouldn't get too worried about trying to get a whole lot of Turn 1 charges off with FTTF. Even with the reroll your chances are less than 50 percent. So it's likely that your force will get broken up when some squads fail to charge, and then your opponent can deal with each of your units at his leisure.
If I were you, I would use the T1 teleport strike to appear somewhere on the edge of his force, where you can smite and shoot him from cover. Then make him come to you. Remember that dreadnoughts can not charge you when you are on the top of ruins etc. From there just use your superior move speed to engage whatever needs to die. If he runs just chase him down.
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