are you half joking here, i have loads of st6 shot,
waveserpents = 12 (6 twin)
vypers = 12
jetbikes = 6
thats 30 shots , and the vibro WILL just go throught hourde armys on its own lol
Which at 1.5K is not really that much (its about average)... I can show you how to have 100+ str=6 shots at 1.5K; but your list does not need that, as it uses cc atacks combined with its shooting. In regard to your Wave Serpents, don't count on their shooting as any smart opponent will shake them at least for 4/6 turns, Vypers are just fragile and with the range you have on them, they will get plowed under by turn 2 on average (unless your awesome with range sniping, etc), the JB'e however are solid shots; but they are to little to really have a great effect.
Things to make your shooting more effective without to many Points increases and/or units swaps.
1. Serpents get TL-Scatterlasers and
no underslung Cannons, thus they get 4 good ranged shots that can be used turns 1-3 while the vehicle maintains some distance (limits return LOS) and the rest of your army sets up for the CC squads to move in.
2. Vypers go to the Scatter & Shuri-cannon varient, so that in the early game it is easier to just use their increased range to avoid return enemy fire while you take care of priority enemy targets.
3. Vibro Cannon goes, smart enemies can pick off a single Vibro with ease (I know that I can) use the points for other guns and/or Spirit Stones on the Farseer so he can use Ee-storm and Doom.
and moc065 - what have you got ideas wise???, idea.
turn 1 take out as many tanks as possible , 2 lords, vibro, eldritch and any s6.
turn 2 finish tanks, and c.c.w with banshees, farseer, autarch
turn 3 clear up lol
ovioulsy its going to be longer than 3 turns but i hope u understand lol
thanks
martin
1.. Tanks are not your biggest threat, as a fast army will entrench your WL's and shake your Serpents to just you down.... You need to deal with the fastest elements first (and the tanks). Have you considered a squad of Fire Dragons instead of the second Banshee squad, they two units do work well together and the FD's can certainly take care of any tanks you run into.
2.. Certainly finish off tanks in the mid game and go to CC; but are you seriously considering sending a Farseer into HtH, his best attribute is Doom and e-storm, why waste it... also, a squad of Shining Spears would make the Autarch such a CC monster its rediculous.... its like adding 4-5 wounds to him and a crap load of attacks (not to mention Withdraw) so that he could re-located as required.
3.. Quite right, clean up and grab the objectives... again a reason to have greater range on your Vypers so that they can swoop in at the end game and grab those MO's because they played VP Denial the whole game.
Here is where I would take your list (and I can cerainly ger more "Hard core" than this if you like).
HQ
(140) Autarch, JB, LL, Mand, and F-gun.
(120) Farseer, JB, RoWard, and E-storm.
Elite
(166) 9 Banshees, Ex with Executioner.
----- (140) Serpent, TL-Scatter, VE, and SS.
(113) 6 Fire Dragons, Ex with Dragons Breath Flamer and Crackshot.
Troops
(76) 3 Jetbikes, 1 Shuri-can.
(76) 3 Jetbikes, 1 Shuri-can.
Fast Attack
(70) 1 Vyper, Scatter and Shuri-can.
(70) 1 Vyper, Scatter and Shuri-can.
(187) 4 Shining Spears, Exarch with Skilled Rider and Withdraw.
Heavy Support
(185) Falcon, Pulse, Shuri-can, Catipult, HF, VE, and SS.
(155) Wraithlord, EML & BL.
Totals 1498pts, 9 Scoring Units, 32 Figures.
-- Autarch works with Spears for Turn 2 Assaults.
-- Falcon and FD's work for anti-tank and hard infantry.
-- Vypers and JB's lay down support fire.
-- Farseer uses e-storm as needed and basic psycher suppression.
-- Banshees lay down Fire support (staying hidden) until they can get into "Good" assaults that they can plow right through.
Obviously there are different combo's that work in here as well, you would have more diversity and more potential to deal with different enemies. As for shooting, you have about the same although my list has more range. I have some seriously dedicated anti-tank stuff as well as about the same CC punch you have; but my list shows the ability to delay those fast units that you would have trouble with.