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I have an upcoming game against a buddy of mine who plays marines and thus far I have an army like this:
3 Jetbike + S. Cannon
10 Dire Avengers
+ Exarch Dual cats bladestorm
+ Wavesperpent + EML + Stones
+holofield, stones, star engines
6 H. Banshees (in falcon)
Not sure of exact points costs but this should be around 800.
Now the plan is to fortune the falcon and move it 36" right into enemy territory first turn and also start to get my serpent into location to unload next turn (maybe first turn if possible). Next turn move the serpent and unload with bladestorm onto a squad and assuming if my falcon is close enough, unload the banshees (before moving falcon) and have them assault into combat.
Now one thing I have been worrying about though is the falcon/banshees in the army and the fact that you have to run the falcon right up in there leaving it slightly vulnerable for a turn. I have thought about removing the falcon and banshees for a Wraithlord and Dark reapers to provide long range support while the avengers move in. Possibly switching out fortune for doom.
I'm kinda at a loss and was hoping to get some good input as what would be best to run or if the strategy seems viable.
Last edited by Axyl; August 12th, 2008 at 21:28.
in my experience against marines dark reapers work wonders. a squad of 4 deployed in cover overlooking a fire lane is great. they sit not doing anything until a squad shows itself and unleash pure hell. in every game i've used them against marines they earn more than their points worth. denying them their amazing save makes me smile
The falcon doesn't need star engines. Keep it cheap, especially if you're worried out it being vulnerable.
Doom would work well on your farseer, as it would greatly benefit both the banshees and the dire avengers.
"What do Humans know of our pain? We have sung songs of lament since before your ancestors crawled on their bellies from the sea."
- Farseer Eldrad Ulthran of Craftworld Ulthwe