Rewritten:
+++ Coven (1491pts) +++
+ HQ + (190pts)
* Urien Rakarth (190pts)
+ Elites + (480pts)
* Grotesques (270pts)
Liquifier Gun
* Aberration w/ Venom Blade
* 4x Grotesque (160pts)
4x Master Haemonculus Upgrade
* Raider (85pts)
Dark Lance, Enhanced Aethersails, Flickerfield, Night Shields
* Kabalite Trueborn (210pts)
5x Kabalite Trueborn (145pts)
4x Blaster, Dark Lance
* Venom (65pts)
Flickerfield, Splinter Cannon, Splinter Cannon
+ Troops + (510pts)
2 X Kabalite Warriors (130pts)
5x Kabalite Warrior, Blaster
* Raider (70pts)
Flickerfield, Dark Lance
2 X Wracks (125pts)
Liquifier Gun, 5x Wrack
* Venom (65pts)
Flickerfield, Splinter Cannon, Splinter Cannon
+ Fast Attack + (156pts)
* Reavers (156pts)
2x Heat Lance, 6x Reaver
+ Heavy Support (395pts)
* Razorwing Jetfighter (165pts)
Dark Lance x2, 4 X Monoscythe Missile, Twin-linked Splinter Rifle
2 X * Talos Pain Engine (115pts)
Armoured Carapace, Twin-linked Heat Lance, Twin-linked Liquifier Gun
That makes:
- 4 troop choices
- AT: 3 Dark Lances, 2 Blasters, 2 Heat Lances, 2 HWB... plus two more Lances when the Razorwing comes in.
So that's more long range AT; dropping the Kabbies for Haywyches would add Venoms, but reduces my range and therefore Turn 1 AT.
Although I must admit: the Grots, Wyches, Reavers and Taloi would all be rushing forward. That's 6 targets that can wreck armour face on turn 2. Add the Wrack Venoms if there's infantry.
Target saturation, anyone?