So with the new codex in hand, I've finally decided to take a go at building an army. To preface, my previous list was outright Venom spam supported by HWG Wyches and DL Ravagers and as a result, I'm not exactly sure what to expect...
Anyway, I've tried to stay away from the Venoms as much as possible and came up with this:
1500 Point Real Space Raiders Detachment
HQ:
Archon w/ ShadowField, Agoniser, Soultrap
While the Archon has lost all available sources of AP2, IMO he is still more viable than a Succumbus just because of his ability to take a ShadowField. Although, I am slightly tempted to try a Bride of Death with the Armor of Misery and Archite Glaive for some armor ignoring goodness.
Elites:
4 Incubi w/ Klaives
Venom w/ 2 Splinter Cannons
The Archon goes here. The lack of grenades has honestly never affected me so I'm looking forward to see how well they can do. In my previous games, my opponent's have always dedicated a huge amount of fire power to guaranteeing their deaths making them an excellent distraction. However, when they are able to get into combat EVERYTHING DIES. The trusty Venom hasn't changed; fantastic
.
10 Mandrakes
With their decrease in points, 4+ cover save in the open (3+ on the first turn), and Baleblasts, Mandrakes have huge potential. I can imagine them sitting in a ruin for a 2+ cover save and even jumping out to set some poor Dire Avenger's or Fire Warrior's butt on fire. Their reliance on cover and loss of invulnerable save means that they will die horribly to flamer/ignore cover weapons but it also means less fire at my precious skimmers.
Troops:
10 Kabalite Warriors w/ SC
Raider w/ NightShields, DL
10 Kabalite Warriors w/ SC
Raider w/ NightShields, DL
10 Kabalite Warriors w/ SC
Raider w/ NightShields, DL
My official response to the loss of HWG Wyches. These guys are just awesome; they have tons of shots and their Raider could even peel some hull points if I'm lucky. They'll also have a 4+ cover save without jinking (5+ from the Detachment + Stealth). I plan to keep them back for majority of the game from splinter rifle distance and then maybe coming in for the assault near the end of the game to make optimum use of PfP.
Fast Attack:
5 Scourge w/ 4 HWBs
5 Scourge w/ 4 HWBs
This is where I think most of my anti tank is coming from; Scourges are amazingly awesome now with an effective range of 36 inches on foot and the deep strike special rule for a strong beta strike. My only real question regarding this unit is whether or not they could benefit more from Heat Lances; deep striking in with 4 melta-lances is nothing to scoff at.
6 Reaver Jetbikes w/ 2 Heat Lances
The purpose of this unit is to maneuver around any real threats (flamers) and potentially pop a transport and then assault with their improved HofW. They cost as much as squad of Scourge though, so are they as effective/ should they be kept?
Razorwing Jetfighter w/ DLs, 4 Monosythe Missiles, NightShields
The Razorwing is really just here for some air presence in case I come across a flier when harvesting some fresh slaves, however with 4 large blasts it can eradicate mobs quite efficiently. If I removed some other units I could upgrade this to a VoidRaven?
Heavy Support:
Ravager w/ 3DLs, NightShields
I haven't given up completely on the Ravager; it's still a pretty good anti tank unit even if it has been nerfed quite a bit.
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So there's my list. I usually play against Mech Space Marines, Infantry Tau, Eldar and SpeedFreak Orks which explains the use of Incubi and Mandrakes. Anyway you could make it better?