Tsear
09-10-2009, 07:23 PM
This army isn't like my mech, but it has a similar philosophy. Nothing happens until turn two, at which point I try to cause so much damage that my opponent can't hit me back hard enough.
HQ:
Autarch, Warp Jump Generator, Mandiblasters, Power Weapon, Fusion Gun: 125
Autarch, Warp Jump Generator, Mandiblasters, Power Weapon, Fusion Gun: 125
Troops:
13x Guardian, Bright Lance:110
13x Guardian, Bright Lance:110
Elites:
10x Striking Scorpions, Exarch with Scorpion's Claw, Shadowstrike: 207
10x Striking Scorpions, Exarch with Scorpion's Claw, Shadowstrike: 207
Fast Attack:
10x Warp Spider, Exarch with additional death spinner, powerblades, Withdraw: 262
10x Warp Spider, Exarch with additional death spinner, powerblades, Withdraw: 262
Heavy Support:
3x Warwalker, 2x Scatter Lasers each: 180
3x Warwalker, 2x Scatter Lasers each: 180
3x Warwalker, 2x Scatter Lasers each: 180
Total: 1996
Against most armies, though not against things like horde orks, I hold everything in reserve and outflank with warwalkers and scorpions. Everything comes in on turn two on a 2+, including deep striking warp spiders with Autarchs, and does as much damage as possible. I can even absorb the return damage decently well, seeing as most of my force has a 3+ save. Guardians are there to hold objectives, and I chose to give them lances rather than a scatter laser so that I can pose at least some threat to land raiders.
I think this army would be fun. It's not the most competitive, as it can get screwed by poor 2+ reserve rolls or deep strike mishaps, but it's still a serious contender. It's main weakness would probably be something like drop pod marines.
Thoughts?
HQ:
Autarch, Warp Jump Generator, Mandiblasters, Power Weapon, Fusion Gun: 125
Autarch, Warp Jump Generator, Mandiblasters, Power Weapon, Fusion Gun: 125
Troops:
13x Guardian, Bright Lance:110
13x Guardian, Bright Lance:110
Elites:
10x Striking Scorpions, Exarch with Scorpion's Claw, Shadowstrike: 207
10x Striking Scorpions, Exarch with Scorpion's Claw, Shadowstrike: 207
Fast Attack:
10x Warp Spider, Exarch with additional death spinner, powerblades, Withdraw: 262
10x Warp Spider, Exarch with additional death spinner, powerblades, Withdraw: 262
Heavy Support:
3x Warwalker, 2x Scatter Lasers each: 180
3x Warwalker, 2x Scatter Lasers each: 180
3x Warwalker, 2x Scatter Lasers each: 180
Total: 1996
Against most armies, though not against things like horde orks, I hold everything in reserve and outflank with warwalkers and scorpions. Everything comes in on turn two on a 2+, including deep striking warp spiders with Autarchs, and does as much damage as possible. I can even absorb the return damage decently well, seeing as most of my force has a 3+ save. Guardians are there to hold objectives, and I chose to give them lances rather than a scatter laser so that I can pose at least some threat to land raiders.
I think this army would be fun. It's not the most competitive, as it can get screwed by poor 2+ reserve rolls or deep strike mishaps, but it's still a serious contender. It's main weakness would probably be something like drop pod marines.
Thoughts?