HQ
Baron
Farseer
-jetbike, spear, runes of warding, fortune, guide, doom, spirit stones
6 warlocks
-jetbikes, enhance, embolden, 5 spears (the one with enhance without)
TROOPS
10 Warriors
-darklance
10 Warriors
-darklance
10 Storm Guardians
- 2 melta
Fast Attack
5 Warp Spiders
-exarch, dual spinners
4 Beastmasters
-10 kymera
-4 razorwing flocks
Heavy Support
Ravager
-NS
Ravager
-NS
Ravager
-NS
3 War Walkers
- all double shuricen cannons
The seer council and beasts, that are accompanied by the baron, move forward and tie up big threats and beasts with hit and run can help wherever is needed. My last twenty points i spent them on guide, since i usually can not doom something on the first turn, so i can guide the war walkers (if i have them in game and not outflank) and could be handy for the spears too to hunt down vehicles, even a nusty flyer. Spiders usually deep strike, war walkers in the elder version, i have two units a 2 walker one to outflank and a 3 walker one with scatter lasers deployed. here, depending on deployment and enemy firepower i will decide their use. The ravagers i hope can survive long enough to do their job.
Now i am sure you won't like the troops, but i don't like at all anymore big or small units in raiders/venoms, since i will lose the transport fast and on an explosion i will have to pass both a pinning, and most probably a ld test because of casualties. well, i don't like to lose two units with one shooting. The numbers are enough, 30 models which will be moving through cover, so i could always drop to ground if it is needed. The storm guardians are a bit supporting or claiming objectives in the middle of the table, and with a doom, could actually even assault if it is required. melts are there instead of flamers for avoiding tank shocks, occasionally hurting tanks, and lucky shots on airplanes.
So, what do you guys think?