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2022/05/04 02:47:08
Subject: [2000] - Far-Flung Craftworld - Mobile Fighters list
Idea is to use mobile fighters + children of the open skies to create a mobile, deadly army. With 16' move + an advance if necessary on the wave serpents, they should be able to get in to position to give the dire avengers a pretty devastating strike when they come out. There's potential for a super deadly turn 2 or 3 by having the dire avengers get out, the falcon drop in w/ the smaller DA squad, and the wraithguard coming in from webway strike, with the wave serpents taking bright lance potshots from down range. Farseers can buff and deal mortal wounds, autarch w/ jump pack can jump in and out with battle focus dealing d6+2 damage to whatever and giving re-rolls, windriders, spears and banshees are just nice fast units that can respond to threats.
There are some cons with the list though; the dire avengers are not very sturdy when they're out of the transports, so if they don't do enough damage it's very easy for them to get wiped off the table and at that point I lose a lot of my damage and objective holding ability. I think it's a fun list, but I'm wondering if the custom configuration is the best way to take advantage of it; Hail of Doom is obviously very good with all the shurikens here, but it feels kind of anti-synergy with mobile fighters (one gives you a bonus to wound, the other lets you skip your wound roll), and open sky is very good for mobility purposes but might not be totally necessary. What do you guys think?
2022/05/04 14:21:51
Subject: [2000] - Far-Flung Craftworld - Mobile Fighters list