As most of you will know I wa a massive fan of the Baron/Hellion Combo last edition and I am still pretty hopeful that they will be worthwhile now.
HQ
Baron Sathonyx (105)
Farseer: Jetbike Stones, Warding, Spear, Doom and Fortune (178)
Troops
6 Pathfinders (144)
5 Wyches, Haywire Grenades, Venom Extra SC (125) x 4
18 Hellions inc Helliarch, Agoniser (313)
Fast Attack
6 Reavers, 2 Heat Lances (156)
Heavy Support
Ravager, 3 DL's, Nightshields (115) x 2
Ravager, 3 Dissies, Nightshields (115)
Fortifications
Aegis Defence Line with Quad Gun (100)
Some explanations:
The Baron is there for all the buffs from the previous edition and as the focal point of the army
Farseer: I think we will need some psychic defence now, so the Farseer seems the logical choice. He will run with the RJB's close to the hellion blob, dooming and fortuning as required. I see a unit doomed by him and hit by the hellions, either through shooting or assault will fold. Fortune on the Hellions should keep them alive for a lot longer than they deserve.
Hellions: Taken a slight nerf through FnP but impact hits bring them back up again. I'm pretty hopeful that with the help of my Farseer that these guys will crunch through most things I point them at.
Pathfinders: Sitting behind the defence line these guys will have a 2+ cover save, are scoring and can shipe out characters and special weapons from afar. Will also be manning the quad gun if required
Wyches: With vehicles now being easier to hit with grenades and being more vulnerable to glancing hits, haywire grenades have become much more effective at taking down vehicles. The wyches will simply zoom forward and pile into the nearest or most dangerous vehicle around. After that the Venom can return to shooting down infantry.
Reavers: Heat Lances whilst not quite as essential for dealing with AV 12 and above as last edition still have a role to play in getting rid of that troublesome vehicle with 1 shot. These guys will also escort the Farseer to give hime a bit of protection, and with doom their bladevanes could be ripping up units.
Ravagers: 2 traditional DL units for long range AT duties and will also be useful for taking down 2 wound terminators with single shots. The dissie ravager will be the prime weapon for dealing with 2+ saves across the board. I see nightshields as a better bet as these will always move to get a jink save and if something gets to assault them, then it's all gone wrong anyway.
Aegis defence line: The ability to give the pathfinders a 2+ save and have a quad gun seems to good to miss. I'm not sure how important flyers will be but the quad gun seems like a good bet to take 1 down. I don't expect it to last more than a turn if flyers are about but it looks to me to be our best chance of air defence.
Tactics: Pretty much how I ran it last edition, depending on opponent, but I'll be trying flank attacks and rolling up the enemy lines for a starter.