Post by almostmercury on May 18, 2016 23:18:17 GMT
mattblowers here's that list. What do you run?
Okay, after exploring mark I of the list, I've decided to make some revisions. The first revision is that I was unable to play the fire warriors with the turrets and realized that they are quite simply a tax. I did some rework to find out how I could take them out and keep the parts that I found very effective, such as 2 commanders with drone controller.
What worked for me:
BS5 marker lights are glorious.
Riptides are incredible (no news there).
Killing Blow command benefit is better than you think it is (particularly with high BS or TL weapons).
Broadsides shoot a lot.
Jet Pack infantry are way more manoeuvrable than I ever imagined.
What didn't work for me:
I'm not good enough at the game for Monats (yet), so I need to practice.
Not being able to move my Broadsides is very unfamiliar (used to Tyranid MCs).
The Drone Net was awkward for me, as I found that it was often in the way.
My revisions involve increasing the fire power and paying less tax, so I've come up with this.
Dawn Blade Contingent @ 1850
[1024] Retaliation Cadre
Commander:Drone Controller, 2x Missile Pod, Target Lock, Puretide Engram Neurochip
2x Marker Drone
Broadside Team
3x Broadside: BKR, HYMP, Smart Missile System, Target Lock
6x Marker Drone
Riptide Team
2x Riptide: BKR, Ion Accelerator, Smart Missile System, Early Warning Override, Stimulant Injectors
Crisis Suit: BKR, 2x Fusion Blaster
Crisis Suit: BKR, 2x Fusion Blaster
Crisis Suit: BKR, 2x Flamer
[368] Firebase Support Cadre
Riptide: BKR, Heavy Burst Cannon, Smart Missile System, Early Warning Override, Stimulant Injectors
Broadside: BRK, HYMP, Smart Missile System, Early Warning Override
Broadside: BRK, HYMP, Smart Missile System, Early Warning Override
[437] Contingent Headquarters
Commander: Iridium Suit, 2x Plasma Rifle, Drone Controller, Stimulant Injector
2x Marker Drones
Crisis Bodyguard Team
Bodyguard: Command and Control Node, 2x Flamer
2x Bodyguards: 3x BKR 2x Plasma Rifle, Target Lock
4x Marker Drones
Only 17 points into Bonding Knife Ritual, and only 30 "tax" points into the bodyguards to get both a commander an a unit of 3 suits. The last list had 135 "tax" points into fire warriors and 28 points into Bonding.
I'm pretty excited to play this list, but I'm wondering if I should get more shots out of the Crisis team, by swapping a Plasma Rifle on each for either a Burst Canon or Cyclic Ion Blaster. It would give me more TL shots, and by shooting at the Killing Blow target, more wounds overall.
The other piece that's up in the air is the exact load out of the secondary systems on the 'tides and 'sides. SMS is great, but I think I want a little more versatility.
Okay, after exploring mark I of the list, I've decided to make some revisions. The first revision is that I was unable to play the fire warriors with the turrets and realized that they are quite simply a tax. I did some rework to find out how I could take them out and keep the parts that I found very effective, such as 2 commanders with drone controller.
What worked for me:
BS5 marker lights are glorious.
Riptides are incredible (no news there).
Killing Blow command benefit is better than you think it is (particularly with high BS or TL weapons).
Broadsides shoot a lot.
Jet Pack infantry are way more manoeuvrable than I ever imagined.
What didn't work for me:
I'm not good enough at the game for Monats (yet), so I need to practice.
Not being able to move my Broadsides is very unfamiliar (used to Tyranid MCs).
The Drone Net was awkward for me, as I found that it was often in the way.
My revisions involve increasing the fire power and paying less tax, so I've come up with this.
Dawn Blade Contingent @ 1850
[1024] Retaliation Cadre
Commander:Drone Controller, 2x Missile Pod, Target Lock, Puretide Engram Neurochip
2x Marker Drone
Broadside Team
3x Broadside: BKR, HYMP, Smart Missile System, Target Lock
6x Marker Drone
Riptide Team
2x Riptide: BKR, Ion Accelerator, Smart Missile System, Early Warning Override, Stimulant Injectors
Crisis Suit: BKR, 2x Fusion Blaster
Crisis Suit: BKR, 2x Fusion Blaster
Crisis Suit: BKR, 2x Flamer
[368] Firebase Support Cadre
Riptide: BKR, Heavy Burst Cannon, Smart Missile System, Early Warning Override, Stimulant Injectors
Broadside: BRK, HYMP, Smart Missile System, Early Warning Override
Broadside: BRK, HYMP, Smart Missile System, Early Warning Override
[437] Contingent Headquarters
Commander: Iridium Suit, 2x Plasma Rifle, Drone Controller, Stimulant Injector
2x Marker Drones
Crisis Bodyguard Team
Bodyguard: Command and Control Node, 2x Flamer
2x Bodyguards: 3x BKR 2x Plasma Rifle, Target Lock
4x Marker Drones
Only 17 points into Bonding Knife Ritual, and only 30 "tax" points into the bodyguards to get both a commander an a unit of 3 suits. The last list had 135 "tax" points into fire warriors and 28 points into Bonding.
I'm pretty excited to play this list, but I'm wondering if I should get more shots out of the Crisis team, by swapping a Plasma Rifle on each for either a Burst Canon or Cyclic Ion Blaster. It would give me more TL shots, and by shooting at the Killing Blow target, more wounds overall.
The other piece that's up in the air is the exact load out of the secondary systems on the 'tides and 'sides. SMS is great, but I think I want a little more versatility.