- Chakuu wrote:
Honestly the Mandrakes were put into the list cause I had 60 points floating and didn't know what else to put in/upgrade so I figured they could either grab early objectives or tie up a unit for a round as a 4+ cover save, 3+ on the first turn if night fighting is on isn't that bad.
Yeah they're ok at surviving, but the problem with a unit like that is that the rest of our army is definitely not. Our opponent doesn't mind ignoring them for most the game because they might not do much to hurt him. Each unit we include ideally serves as a threat, with the idea of saturating your opponent with things they really don't want to ignore.
- Chakuu wrote:
2 Razor Wing Jet fighters (one built)
And there we have it. If you have two of these, as I mentioned, play both and have fun. Be very careful with how many reserves you play outside of the two jets. Unless you're building specifically towards a list where you keep almost everything in reserve, and have a way of manipulating your reserve rolls, and just surviving turn 1 with an anchor unit or two (this is ironically where mandrakes can actually be pretty good)
- Chakuu wrote:
- I didn't include the scourges due to figuring 8 blasters and 6 dark lances would be enough anti tank before turn 2 and two Razorwings with stock missiles should be enough to delete a unit or two of foot sloggers.
You can rarely have enough. It's good to have some variety, especially anti tank, in a list, and I think haywire scourges present a unit that can deal with any armour unit in the game. They're a little costly, but they excel at eating the last hull point or two off of something like a Rhino, when you desperately want to fire your ravager at something else - such as a Land Raider.
That's why they make a great combo with lances. Fire 2/3rds of your lances first, see if you do enough damage/force jinks so that you can ignore your target. [Shaking a predator is usually enough to leave it alone on 2 hull points for a turn, so move on] If there's a target that hasn't been hurt sufficiently after most of your lance fire, this is where the scourges excel at finishing it off. A word of warning though - it's better to have fire dark lances / blasters at infantry than haywire blasters. So make sure the scourges are moved to a place where they can shoot multiple armoured targets.
- Chakuu wrote:
- If I drop the Mandrakes and the nightshields off the Razorwings that leaves me with 90 or so points. Would another Lhamean in a Venom be better? Or would upgrading the anti tank punching power of the Ravers be the better option?
Reavers with blasters are ok. Their raw speed and 'skilled rider' lets them get to targets easily. But they'll usually die if you don't jink, and by jinking you're making the blaster much less accurate anyway, so it can be a gamble.
If you have the venom and Lhamean available, it's hardly a bad idea. Personally, I'm digging Xm0shcryptX's HQ idea more:
- Xm0shcryptX wrote:
Archon wwp hwg 100
Court of the archon 4 medusae 100
If you can fork out for this, you'll rarely be disappointed. It's expensive, to be sure, at 265 points, but it's accurate and the look on your opponent's face you eat an entire unit of Grey Knights or Sternguard.. Fantastic. It's reliable against other low toughness enemies as well - any Eldar, Tau or Admech infantry bothering you? Not once these medusae say hi. They obviously eat weaker infantry too - like Gaunts, Guard, Orks etc, but the price you pay for them isn't as good when you're only killing 4/5/6 point models.
Another build you can toy with is the vastly cheaper 2-3 Medusae in a single Venom with 2 splinter cannons. It's similar to the Lhamean build you wanted, but hits several times harder. You can keep them back with your main fleet to stave off melee threats, send them forwards with the fleet on the offensive, or deep strike them into position, disembark and do lots of damage to any infantry you see. They're also only 2 or 3 infantry models themselves, so it can be awkward for the opponent to fire at them with a big unit, as they risk overkilling them and wasting shots.
This little build seldom sets you back more than 140 points, so is more economical, yet has just enough juice to earn it's points back when used carefully.