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Autarch Bike Lance Fusion Mandiblaster 140
Dire Avengers, 10 Exarch Duel Catapults, Bladestorm
Wave Serpent Stones Brightlance 297
Pathfinders, 6 144
Fire Dragons, 6 (Mounted in Falcon) 96
Shining Spears, 5 Exarch Star Lance Withdraw Skilled Cannon 252
Falcon, 1 EML Holofields Stones 180
Dark Reapers, 5 Exarch Tempest Crack 217
War Walkers, 3 X2 Scatter Lasers each 180
The basic idea of the army is a 'Hammer and Anvil' type strategy. The Rangers, Walkers and Reapers provide a defensive, static mobile fire base while the Falcon, Spears with the Autarch and the Serpent provide a fast mobile element. In general I'll keep the majority of the fast stuff in reserve to swoop on objectives or into assaults though it depends on the opponent and such of course.
I've not got as many scoring units as I would like to run with which could pose a problem in capture missions, in general the pathfinders hold the base in capture and control and the Serpent can hold objectives in Seize Ground, though I dread a Seize ground with multiple objectives and have to rely on killing the opponents scoring units quickly.
The spears are quite a point sink I realise but with the Autarch are incredibly useful on the charge against heavily armoured units and small fire support squads that the enemy thought were safe. They can also provide fairly good fire support with the leaders Cannon and the movement to allow them to shoot that little bit further. I'm almost tempted to give the Autarch a reaper cannon instead of a fusion gun to add to this role, though I'd lose out on his tank hunting potential.
I'll stop rambling now. Any critique and advice would be appreciated.
You are not going to be able to be 6 pts over more than likely.
Drop the fusion gun on the Autarch.
Those War Walkers need to outflank.
You only have 2 troop choices and this is semi dangerous at 1500 pts. You could consider reducing the pathfinders to rangers and loosing the cannon in the shining spear squad. with a fwe more shaving u could get another troop choice.
Lack of troops is indeed an issue Probably would do me good to shave down the rangers and some other stuff and get a second ranger squad or perhaps a static Guardian squad with an EML/Scatter laser. I'm just testing out the cannon really, unsure if it all work but thought I'd give it a try.
The fusion gun is a bit too good to miss really, it pops tanks and heavy infantry so well that I'd miss it too much. Outflanking Walkers never work for me much either as I want their full fire power from turn one and them arriving on the flanks is hit and miss, not to mention that it just gives my opponent a chance to be in range of their fragile bodies.
Thanks for replying.
Warwalkers are going to be shot at and blown away regardless of if they are flanking or not. At least the turn they come in, they have a chance to annihalate an entire squad, and if you are lucky you wil be behind cover or your opponenets big guns will either be A focused somehwere else or B out of range
I would keep them as pathfinders, the difference is so much better given the pts difference that its just not worth taking them as rangers.
Drop the 5th Shining spear (4+autarch will suffice) and drop the exarch's cannon, they're not there to shoot, maybe drop the star lance as well (what the heck are you hunting which needs a str 8 weapon to hurt it?) and the skilled rider upgrae because its really not that useful. Also lose the holofields on the falcon and the autarchs fusion gun and you're getting close to enough pts for another Avenger squad or Guardian jetbike squad.
If you still need to shave some pts, drop a reaper or two (its the exarch which will do the damage anyway).
Last edited by Spiney Norman; July 9th, 2009 at 01:07.
Also the regular reaper launcher on the exarch is still a good weapon. You could drop the tempest launcher as well.