Explanations after the show...I mean list...save for the circus terminology, just a fun addition
Props to those who look the terminology up, it helps the list a bit in remembering each unit's role.
THE RINGMASTERHQ: Baron Sathonyx -105
THE ILLUSIONISTSHQ: Haemonculus w/ Liquifier Gun -60
HQ: Haemonculus w/ Liquifier Gun -60
EL: 5 Kabalite Trueborn - 3 Splinter Rifles, 2 Dark Lances -110
EL: 5 Kabalite Trueborn - 3 Splinter Rifles, 2 Dark Lances -110
THE CHARIVARIEL: 5 Harlequins - 5 Harlequin's Kisses; 2 Fusion Pistols -130
THE ROUSTABOUTSTR: 3 Wracks -30
/Transport: Venom - 2 Splinter Cannons; Flickerfield & Night Shield -75
TR: 3 Wracks -30
/Transport: Venom - 2 Splinter Cannons; Flickerfield & Night Shield -75
THE HIGH SCHOOL HORSESTR: 5 Kabalite Warriors - 4 Splinter Rifles, 1 Blaster -60
/Transport: Raider - Dark Lance; Shock Prow & Torment Grenade Launcher -70
TR: 7 Wychs - Splinter Pistols & CCWs; Haywire Grenades -84
/Transport: Raider - Dark Lance; Shock Prow & Torment Grenade Launcher -70
TR: 7 Wychs - Splinter Pistols & CCWs; Haywire Grenades -84
/Transport: Raider - Dark Lance; Shock Prow & Torment Grenade Launcher -70
THE WINDJAMMERSFST: 6 Reaver Jetbikes w/ 4 Splinter Rifles, 2 Heat Lances -156
FST: 6 Reaver Jetbikes w/ 4 Splinter Rifles, 2 Heat Lances -156
THE LIBERTY ACTSHVY: Ravager w/ 3 Dark Lances -105
HVY: Ravager w/ 3 Dark Lances -105
JUMBOHVY: Talos Pain Engine - CCW & Splinter Pods -105
So -- Goals:
1. Trying a Talos. Strength-Based shooty is the reasoning behind the Stinger Pod, it's somewhat dual threat too, but mainly a middle of table dominance guy, just gotta use some Skimmers or Jetbikes to give the big guy Cover Saves, shouldn't be terribly hard. If I stun a vehicle a few times he'll find himself getting vehicles but if he gets into CC at all I'll be surprised, I'll likely Run him Turns 1-2 in any game and start lobbing the Str 5 blasts places while guarding a more central objective area....Yeah.
2. Trying Trueborn layouts. Discussed in another thread I noticed, I'm torn between this one and a 2 Blasters; 2 Splinter Cannon one. Same cost if i keep the unit size the same, which is kinda important. You see the Haemonculus's linked up with them yes? Give 'em FNP so they can sit in cover and hopefully weather some storm of firepower back at them. I know they pretty much laugh off opposing Venom firepower, but Multilasers, no they won't...So they might have to steal the Wracks rides while the Wracks go reserve or hide easily since they're 3 man units I SUPPOSE but safest is have them walk on and hold rear because the Wychs are the forward point grabbers with aid elsewhere.
3. Harlequins - With Str 4 and Rending on all of them, they can threaten a Mech Parking lot pretty sound and they bring to the table a beloved favorite - Melta a transport then charge the guys once inside the same turn. Not...too much else in the DE list can do this. They don't need Grenades if you avoid Dangerous Terrain too, pays to know one's rules!
4. Baron - Utility belt, helps the Harlequins live if they're on foot, gives select unit of choice Stealth+ Grenade kit, and hell he's Str 6 on the charge he can scare a good few vehicles...I think...and 2+ Invulnerable. Everyone knows he's pretty value.
5. Shock Prow Raiders - As odd as it sounds, these guys help alter your battle-plan with Str 10 Rams available to you, you can opt to play a more defensive game sacrificing these early to make difficult/dangerous terrain for the enemy to worry about right in front of them. Probably do this in a mission like Capture and Control or if somehow the Raiders live after dropping off the Wychs where they need to go. TGLs were chosen over Enhanced Aethersails because I know 24" pretty well by now and the -1 to Ld goes a long way during Tank Shocks and closely fought assaults.
C&C?