Thimn_Witt
17th Aug 04, 6:51 AM
153 1 Farseer - Singing Spear, Fortune, Guide, Mind war, spirit stone
137 1 Farseer - Shuriken Pistol, Close combat weapon, Fortune, Guide, Mind war, Spirit Stone
190 10 Rangers - Ranger long rifle, shuriken pistol
233 20 Guardian Defenders 1 Warlock - Shuriken Catapults, plasma grenades Warlock : Conceal shuriken pistol and close combat weapon.
358 9 Guardian Storm, Warlock, Wave Serpent - 2 Fusion guns, shuriken pistol and close combat weapons Warlock : Conceal, shuriken pistol and close combat weapon
Wave Serpent - Twin-linked starcannons, shuriken cannon, crystal targeting matrix, spirit stone, star engines.
174 9 Dire Avengers 1 Exarch - Shuriken Catapults Exarch : Shuriken pistol, Dire sword, Defend Distract
300 3 War Walkers - 2 starcannons each
240 1 Falcon - Starcannon, shuriken cannon, pulse laser, crsytal targeting matrix, holofield, spirit stone
208 5 Wraithguard, Warlock - Wraithcannon Warlock: Conceal, close combat weapon, shuriken pistol
1993
This is the army I plan to enter into a tournament here at my local GW store.
The concept of this force is that its going to rush the enemy to get all my Guardians, Dire Avengers, and Wraithguard into firing range while the falcon, walkers, rangers stay back and provide cover.
Using a warlocks with conceal on it gives my frail troops a good chance to advance and not suffer to many casualties.
The farseers take a support role as one will deploy with the rangers and keep Fortune and guide on them so that they can reroll thier misses and failed armor saves, the other will deploy with the warwalkers and keep guide cast on them and fortune on any untit that should happen to be in range (or himself if nobody is around)
This army is a Marine killer, but easily works on any other army. 18 Str 6 AP2 shot from just the Walkers (with rerolls on failed hits assuming guide is working) Another 3 Str 6 AP2 (with rerolling failed hits because they are twin-linked) and 3 Str 6 AP 5 from the Wave Serpent should wipe out most what ever the enemy has in his front ranks (or what ever I can see come 4th Edition).
Since my army is lacking in Anti-Vhec support I'll dedicate my Falcon to target enemy vhecs with his pulse laser. This probally wont stop them but its my best bet until my real tank killers the Guardian Storm Squad and Wraithguard can get into range. If I know I'm going to go up against a army that is going to field alot of armor, I'll switch out the waveseprents and falcons starcannons for bright lances. Though I'm fairly confident in my ability to handle 2 or 3 vhecs with my current army list.
Any thoughts or suggestions on how to modify this?
137 1 Farseer - Shuriken Pistol, Close combat weapon, Fortune, Guide, Mind war, Spirit Stone
190 10 Rangers - Ranger long rifle, shuriken pistol
233 20 Guardian Defenders 1 Warlock - Shuriken Catapults, plasma grenades Warlock : Conceal shuriken pistol and close combat weapon.
358 9 Guardian Storm, Warlock, Wave Serpent - 2 Fusion guns, shuriken pistol and close combat weapons Warlock : Conceal, shuriken pistol and close combat weapon
Wave Serpent - Twin-linked starcannons, shuriken cannon, crystal targeting matrix, spirit stone, star engines.
174 9 Dire Avengers 1 Exarch - Shuriken Catapults Exarch : Shuriken pistol, Dire sword, Defend Distract
300 3 War Walkers - 2 starcannons each
240 1 Falcon - Starcannon, shuriken cannon, pulse laser, crsytal targeting matrix, holofield, spirit stone
208 5 Wraithguard, Warlock - Wraithcannon Warlock: Conceal, close combat weapon, shuriken pistol
1993
This is the army I plan to enter into a tournament here at my local GW store.
The concept of this force is that its going to rush the enemy to get all my Guardians, Dire Avengers, and Wraithguard into firing range while the falcon, walkers, rangers stay back and provide cover.
Using a warlocks with conceal on it gives my frail troops a good chance to advance and not suffer to many casualties.
The farseers take a support role as one will deploy with the rangers and keep Fortune and guide on them so that they can reroll thier misses and failed armor saves, the other will deploy with the warwalkers and keep guide cast on them and fortune on any untit that should happen to be in range (or himself if nobody is around)
This army is a Marine killer, but easily works on any other army. 18 Str 6 AP2 shot from just the Walkers (with rerolls on failed hits assuming guide is working) Another 3 Str 6 AP2 (with rerolling failed hits because they are twin-linked) and 3 Str 6 AP 5 from the Wave Serpent should wipe out most what ever the enemy has in his front ranks (or what ever I can see come 4th Edition).
Since my army is lacking in Anti-Vhec support I'll dedicate my Falcon to target enemy vhecs with his pulse laser. This probally wont stop them but its my best bet until my real tank killers the Guardian Storm Squad and Wraithguard can get into range. If I know I'm going to go up against a army that is going to field alot of armor, I'll switch out the waveseprents and falcons starcannons for bright lances. Though I'm fairly confident in my ability to handle 2 or 3 vhecs with my current army list.
Any thoughts or suggestions on how to modify this?