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8 Striking Scorpions 180
8 Harlequins 210
10 Dire Avengers 302
Exarch Power Sword and Shimmer Shield
EML Shuriken Cannon
10 Dire Avengers 292
Exarch Duel Shuricats
EML Shuriken Cannon
14 Guardians 127
8 Warp Spiders 218
Exarch Duel DSs with Powerblades
3 War Walkers 180
Obviously you can see I need to cut quite a few things. Just need some advice on what to cut but I want the template of the army to stay virtually the same.
Also if you see any deficencies in the list feel free to tell me and I can add in something then cut two other things or something.
Farseer War Walkers and Guardians all stay back and take objectives. Farseer guides the walkers as well.
Everything else in the army full speed ahead. Reason I put the EML and Shuriken Cannon on the serpents is because I can use the plasma grenades as well as the cannon when doing cruising speed or shoot the krak grenade at a vehicle making each serpent extremely versatile.
Thanks for any suggestions!
Last edited by Runner; September 5th, 2008 at 01:21.
You have very little in terms of anti-tank, and I also think you need more vehicles. The more targets you have, the harder it will be for people to halt your advance. It'll also give you more weapon mounts for anti-tank options.
I think it'd help tons if you added another farseer to go with your offense. Doom would be handy for your CC troops and your DAs.
I'd probably drop the guardians because I like to maintain synergy. The more points you have going up in their face, the more successful your strike force will be. War walkers are an exception to this, because they distract fire away from your transports. For their point cost they bring an enormous amount of firepower to the field, something that most people cannot simply ignore.
If it was me, I'd probably drop the guardians and the footslogging harlequins, add in another DA serpent with an EML, and grab another farseer. Then if your anti-tank still isn't adequate, I'd look into adding dragons and a falcon. At this point, dropping the war walker farseer would be a good move, because he's a fairly expensive point investment to only be guiding one unit that is fairly fragile.
Not sure if these are the types of changes you'd be cool with, but lemme know if you don't like em and I'll try to suggest something else.
Last edited by MidMan; September 6th, 2008 at 04:31.