HQ
88-Farseer (Runes of Wit, Guide, Singing Spear)
88-Farseer (Runes of Wit, Guide, Singing Spear)
Two of these guys are just not required.... and RoWit are not that great considering they give you a better chance to succeed and a lot bebtter chance of taking a Perils of the Warp hit.
Guide is misplaced anyway, as you won't need it with that many shots, whereas something like Fortune on your Pathfinders would just be better. In the long run though, your best bet would be to simply drop both of these guys and replace them with Eldrad.
Troops
192-8 Pathfinders
192-8 Pathfinders
192-8 Pathfinders
120-5 Pathfinders
These guys are great, but 4 squads of 6 each is more than enough and would give you a few extra points to use on other things.
92-10 Storm Guardians (2 Fusion guns)
170-Wave Serpent (Bright Lance, Shuriken Cannon, Star Engines, Spirit Stones)
If your using Star-Engines, and or the vehicle gets shaken, then the Weapons are pretty useless. Thus I really advocate for minimizing the weapons to something long ranged for the TL part (EML, BL, or Scatter) and just leave the Catipults alone. It saves you points in the long run and onve these guys gets close enough to drop the payload, then the guns are pretty welld one their job anyway.
92-10 Storm Guardians (2 Fusion guns)
170-Wave Serpent (Bright Lance, Shuriken Cannon, Star Engines, Spirit Stones)
Same as above; but you should consider a little variety here.... as two squads that work well on some things, also means two squads that don't work so well on other things.
Heavy Support
150-3 War Walkers (Scatter Lasers, Spirit Stones)
150-3 War Walkers (Scatter Lasers, Spirit Stones)
150-3 War Walkers (Scatter Lasers, Spirit Stones)
Have you ever considered EML's instead of Scatterlasers for at least one of the squads.... the added range can keep them out of harms way, the option of big template or high power shot is wicked for all comers lists, and the added AP value is just one more bonus for a very minimal points increase.
The army looks like it has potential; but at present I would say that it would be for fun games only as I don't see it competing well with any really fast armies, or really CC orientated armies, etc.
88-Farseer (Runes of Wit, Guide, Singing Spear)
88-Farseer (Runes of Wit, Guide, Singing Spear)
Two of these guys are just not required.... and RoWit are not that great considering they give you a better chance to succeed and a lot bebtter chance of taking a Perils of the Warp hit.
Guide is misplaced anyway, as you won't need it with that many shots, whereas something like Fortune on your Pathfinders would just be better. In the long run though, your best bet would be to simply drop both of these guys and replace them with Eldrad.
Troops
192-8 Pathfinders
192-8 Pathfinders
192-8 Pathfinders
120-5 Pathfinders
These guys are great, but 4 squads of 6 each is more than enough and would give you a few extra points to use on other things.
92-10 Storm Guardians (2 Fusion guns)
170-Wave Serpent (Bright Lance, Shuriken Cannon, Star Engines, Spirit Stones)
If your using Star-Engines, and or the vehicle gets shaken, then the Weapons are pretty useless. Thus I really advocate for minimizing the weapons to something long ranged for the TL part (EML, BL, or Scatter) and just leave the Catipults alone. It saves you points in the long run and onve these guys gets close enough to drop the payload, then the guns are pretty welld one their job anyway.
92-10 Storm Guardians (2 Fusion guns)
170-Wave Serpent (Bright Lance, Shuriken Cannon, Star Engines, Spirit Stones)
Same as above; but you should consider a little variety here.... as two squads that work well on some things, also means two squads that don't work so well on other things.
Heavy Support
150-3 War Walkers (Scatter Lasers, Spirit Stones)
150-3 War Walkers (Scatter Lasers, Spirit Stones)
150-3 War Walkers (Scatter Lasers, Spirit Stones)
Have you ever considered EML's instead of Scatterlasers for at least one of the squads.... the added range can keep them out of harms way, the option of big template or high power shot is wicked for all comers lists, and the added AP value is just one more bonus for a very minimal points increase.
The army looks like it has potential; but at present I would say that it would be for fun games only as I don't see it competing well with any really fast armies, or really CC orientated armies, etc.