Post by Frosty the Pirate on Jul 22, 2020 15:37:50 GMT -5
Well, here we are. New Edition, New Thread.
First attempts here will be at @ 1500 points using the "leaked" points values for 9E Index.
Patrol Detachment (1 HQ, 2 Troops)
Craftworld Traits: Expert Crafters & Student of Vaul
At deployment the weakest body showing will be the Vypers at T5, nothing moves less than 8", Expert Crafters lets me get a free Hit & Wound re-roll on every unit every shooting phase. Weapons are just a big old pile of Cannon and AML spam, and the Crimson Hunter provides a clear sky with his anti-vehicle loadout.
Completely lacks primary scoring durability. But it should play secondaries well.
EDIT: I noticed I'm bad at math and underpaid for the War Walkers, meaning this was 1510 instead of 1500 exactly. I downgraded the War Walkers to Starcannons and had 10 extra points, 5 of which I dumped into a Singing Spear as there's not really any other upgrades available that make sense. I'm sure the list will get more tweaks in future and those spare points will find a home.
EDIT2: I noticed I had a ton of overlapping abilities now that I'm caught up with Psychic Awakening, Runes of the Farseer are once per Psychic Phase now instead of Once-Per-Battle-Round, which makes Seer of the Shifting Vector redundant.
I also realized the math on half-strength on the Dire Avengers meant they would likely get morale'd out quite easily, so I upgraded the Exarch with a Shimmershield for a squad-wide 5++, and Stand Firm so they auto-pass morale as long as the Exarch is alive, which should help their ability to stay on an objective should their Wave Serpent get knocked out.
I swapped Masterful Shots as it likely isn't needed to dig enemy units of of terrain with so much AP -3 weaponry around, and also changed up my Farseer's Psychic powers as with so much multi-wound models around Executioner has somewhat lost it's punch, and by switching to Student of Vaul + Fortune I should be able to mitigate incoming damage vs my vehicle hulls.
Finally, I had noticed that support characters can be a pain to remove while they hand out their buffs and rerolls, and with Rangers getting a significant nerf into borderline unplayable territory I grabbed Mark of the Incomparable Hunter on my Wraithseer to help punk out annoying characters that tend to be played with lots of Bubble Wrap such as Nercon Overlords or Primaris Lieutenants
First attempts here will be at @ 1500 points using the "leaked" points values for 9E Index.
Patrol Detachment (1 HQ, 2 Troops)
Craftworld Traits: Expert Crafters & Student of Vaul
HQ | Farseer Skyrunner | Twin Shuriken Catapult, Singing Spear, Smite, Doom, Fortune | 140 |
HQ | Wraithseer | D-Cannon, Warlord: Mark of the Incomparable Hunter, Relic: The Phoenix Gem | 155 |
Troop | 10x Dire Avengers | Exarch, Power Glaive, Shimmershield, Stand Firm | 135 |
Troop | 10x Dire Avengers | Exarch, Power Glaive, Shimmershield, Stand Firm | 135 |
Fast Attack | 2x Vypers | 4x Shuriken Cannon | 120 |
Heavy Support | 2x War Walkers | 4x Starcannon | 140 |
Heavy Support | Night Spinner | Doomweaver, Shuriken Cannon | 155 |
Flyer | Crimson Hunter | Pulse Laser, 2x Bright Lance | 180 |
Transport | Wave Serpent | Twin AML, Twin Shuriken Catapult | 170 |
Transport | Wave Serpent | Twin AML, Twin Shuriken Catapult | 170 |
At deployment the weakest body showing will be the Vypers at T5, nothing moves less than 8", Expert Crafters lets me get a free Hit & Wound re-roll on every unit every shooting phase. Weapons are just a big old pile of Cannon and AML spam, and the Crimson Hunter provides a clear sky with his anti-vehicle loadout.
Completely lacks primary scoring durability. But it should play secondaries well.
EDIT: I noticed I'm bad at math and underpaid for the War Walkers, meaning this was 1510 instead of 1500 exactly. I downgraded the War Walkers to Starcannons and had 10 extra points, 5 of which I dumped into a Singing Spear as there's not really any other upgrades available that make sense. I'm sure the list will get more tweaks in future and those spare points will find a home.
EDIT2: I noticed I had a ton of overlapping abilities now that I'm caught up with Psychic Awakening, Runes of the Farseer are once per Psychic Phase now instead of Once-Per-Battle-Round, which makes Seer of the Shifting Vector redundant.
I also realized the math on half-strength on the Dire Avengers meant they would likely get morale'd out quite easily, so I upgraded the Exarch with a Shimmershield for a squad-wide 5++, and Stand Firm so they auto-pass morale as long as the Exarch is alive, which should help their ability to stay on an objective should their Wave Serpent get knocked out.
I swapped Masterful Shots as it likely isn't needed to dig enemy units of of terrain with so much AP -3 weaponry around, and also changed up my Farseer's Psychic powers as with so much multi-wound models around Executioner has somewhat lost it's punch, and by switching to Student of Vaul + Fortune I should be able to mitigate incoming damage vs my vehicle hulls.
Finally, I had noticed that support characters can be a pain to remove while they hand out their buffs and rerolls, and with Rangers getting a significant nerf into borderline unplayable territory I grabbed Mark of the Incomparable Hunter on my Wraithseer to help punk out annoying characters that tend to be played with lots of Bubble Wrap such as Nercon Overlords or Primaris Lieutenants