A (hopefully) reasonably competitive list for friendly games.
Haemonculus – 80 (Warlord)
- Venom Blades
- Liquifier Gun
- Shattershard
4 Trueborn – 173
- 4x Blaster
- Venom
- Splinter Cannon
3 Trueborn – 146
- 3x Blaster
- Venom
- Splinter Cannon
10 Warriors – 210
- Blaster
- Dark Lance
- Sybarite
- Raider (Dark Lance)
- Flickerfield
10 Warriors – 185
- Blaster
- Sybrite
- Raider (Dark Lance)
- Splinter Racks
10 Warriors – 185
- Blaster
- Sybrite
- Raider (Dark Lance)
- Splinter Racks
5 Wracks – 125
- Liquifier Gun
- Venom
- Splinter Cannon
5 Wracks – 125
- Liquifier Gun
- Venom
- Splinter Cannon
Reaver Jetbikes – 166
- 2x Heat Lance
- Arena Champion
Ravager – 105
- 3x Dark Lance
~1500pts exactly.
General plan for my units:
The haemonculus will generally start with one of the blaster-born squads. If the opportunity arises, they'll disembark to shoot a vehicle, whilst he flamers a squad. Ideally, the haemonculus will save his shattershard for a unit with characters or good saves, but if he's unlikely to survive a turn he'll use it on whatever target it available. Depending on the situation, he could start with the jetbikes (to give them a pain token), then immediately leave them to board a blaster-born venom.
The blaster-born will either play aggressively (charging towards an enemy vehicle), or defensively (staying behind cover and firing their venom's splinter cannons), depending on the situation and the threat of enemy tanks.
The Darklance warriors will try to remain stationary (near my home objective, if applicable), and shoot enemy vehicles. The other raiders will move midfield (using cover if possible), and will try to get into rapid-fire range of infantry to make the best use of their splinter racks. Obviously, the Daklances on their raiders will shoot tanks. If there are objectives midfield, then those warriors will aim for those. However, they will remain in their vehicles until turn 5 (assuming their vehicles survive that long
), with their main task being to clear my opponent away from the objectives.
The wracks will probably sweep round to threaten my opponent's objectives (though they can also reinforce other objectives, if necessary). They'll stick to cover as much as possible for the first few turns, firing their splinter cannons at whatever they can. Although, if an oppertunity arises for them to use their liquifier guns (without disembarking) they'll take it.
The Reaver jetbikes will keep to cover initially (relying on their skilled rider rule to protect them), and will aim for the opponent's heaviest tank as soon as possible (21" threat range for their heat-lances). If they can't get to a vehicle, then they'll act as a harassment unit - probably turbo-boosting over infantry, and threatening to contest an objective.
The ravager probably won't last long (it's usually a priority target for my opponent, and sadly I only have 1), but while it does it will concentrate fire on tanks (same as the raiders, basically). It will prioritise vehicles that threaten my transports, especially if they're unlikely to move. Armour makes no difference beyond 12 (though hull-points do), but I'll still try and leave the heaviest tanks for the reavers to deal with.
Any thoughts or suggestions for improvement?