Hey guys. For the first time since I've moved I'm going to play at my FLGS. Before I moved I played at a local store and played local tournies and it was great fun. But since I moved I've only been playing sporadically against my brothers IG in our garage, but now that my armies fully painted I'm ready to go introduce myself to my local store.
I'm not looking to beat face or anything, I just want to go and give it my best shot and hopefully win.
Here's my 2k list:
Farseer- Warlord
Archon- Huskblade, Venom Blade, Haywire Grenades, PGL, Ghostplate, Soultrap, Shadow Shield
Incubi x4
Venom- Nightshields
Dire Avengersx9- Exarch
Wave Serpent- Spirit Stones
Dire Avengers x9- Exarch
Wave Serpent- Spirit Stones
Wyches x9- Hekatrix, Agonizer, PGL
Raider: Nightshields
Rangersx7
Hornets x3- EML x6
Reavers x6- Cluster Caltrops, Blaster
Warp Hunter- Holofields, Spirit Stones
Voidraven: Flickerfields, Nightshields
Playstyle Concept:
The basic idea is to rush forward with my Warp Hunter, Wave Serpents, Raider, and Venom. My Warp Hunter is designed to run escort as a fire magnet, but the inclusion of spirit stones, and holofields is designed to enable it to shrug off most penetrating hits, and nullify stunned/shaken with spirit stones so it can do its job barring being destroyed turn one. If the Warp Hunter survives turn one, the immediate threat of 18 Dire Avengers supporting my tricked out Archon, his Incubi and 9 Wyches- should enable the Warp Hunter to freelance and take out thing as needed.
The Reavers and the hornets are designed to work together. The hornets can tear up transports and tank sidearmor, or go after infantry with a ton of blasts markers using their plasma missiles. With the Reavers bladevaning the contents of wrecked transports, or foot infantry, and finishing off tanks if the chance presents itself with the lone blaster.
The rangers are their for objective holding, but also (and importantly) picking off flamers, and special weapons which could hurt my Incubi or Wyches on the charge.
Meanwhile the Void Raven is anti-air, and also designed to take out Land Raiders or other heavy mechanized or monstrous creatures that my Warp Hunter hasn't dealt with, or my hornets can't.
Questions:
I may be missing something but I can't really see a point to taking Exarch's on my Dire Avengers. I kept them because I though precision strikes on 6's could be really nice, especially if I get 6's to wound as well. Do you guys think it's worth it? If dropped I could take bright lances, or scatter lasers on my serpents, or perhaps fiddle around and upgrade my Incubi squad with a klaivex, or perhaps extra splintercannon on the venom….
Anyway I was just wondering what you guys thought, all comments and crits are welcome.
Thanks!