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Jetseers and Friends, a 2K List

723 Views 7 Replies 4 Participants Last post by  Inquisitor Malaclypse
title says it all:

Farseer
-jetbike
-RoWarding
-spirit stones
-doom
-fortune
175

Warlocs x8
-jetbikes
-x2 singing spears
-embolden
-enhance
-x4 destructors
432

Autarch
-jetbike
-mandi blaster
-laser lance
-fusion gun
140

Fire Dragons
-x8
Wave Serpent
-stones
-chin cannon
-TL chin cannon
248

Dire Avengers
-x5
Wave Serpent
-stones
-TL BL
205

Dire Avengers
-x5
Wave Serpent
-stones
-TL BL
205

Dire Avengers
-x5
Wave Serpent
-stones
-TL BL
205

Fire Prism
-stones
-chin cannon
135

Fire Prism
-stones
-chin cannon
135

War Walkers
x3
-chin cannon
-chin cannon
120

this is a totally new list for me, and i've never used it though i have the models. the DAVU units are small, and i'm willing to accept that for now. i'm hoping that between my HQ and Heavy Support i have enough to worry about that they'll be overlooked for a decent portion of the game.

the Autarch may seem pointless, but i wanted a 'peel away' unit that could go by himself and stand a chance by himself against Dreads and undersized SM squads. not only that, but i have to go 2nd against a gunline, i can choose to reserve and only have to roll a 3 to get my Reserves in, which in my own mind, gives me confidence.

the Dragons are overkill with eight, but TBH i'd rather have numbers over an Exarch that may not add much; that too is supposed to be an anti MEQ/armor threat.

meta game at my FLGS consists of varying kinds of MEQ's (CSM, BT, Codex SM, some BA) and of course a lot of mech (IG mostly) so i'm hoping i can put the hurt on some squadrons with the Dragons, not to mention that if the BLs get lucky in killing a LR (and some of my pals love running 1-2 LRs and 1-2 Vindies at 2K) i can use the Dragons to kill termies.

i know it may seem as if i'm set on this list, but it's not so: any suggestions would be welcome. thanks in advance.
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Actually, overall that is a rather nasty list. Almost everything is capable of taking down a Land Raider and you have a couple good units to deal with the waning horde lists.

TBH, against most MEQ type lists the only time I would worry is Turn 1 before Fortune takes hold. Besides bad luck you should be able to get the Council in CC with tanks or units with sufficient models left to do quite a bit of damage.

The only thing I would consider changing is the Chin Cannon on the Fire Dragon's Serpent. This Serpent will likely be moving quite a bit and undergoing quite a bit of fire, so the odds of being able to use both guns are fairly low. Personally, I would find more use for those points in another Destructor (almost cant have too many of these) or Runes of Witnessing (just in case).

Just don't throw that Autarch into CC with a Dread by himself, and I think you'll be fine. Heck, I don't even need to give you tactical advice, haha. Just the one little change is all I can think of ATM, though I'm starting to think about Pathfinders instead of one DAVU. They offer a different kind of survival and a tad bit more help taking out 2+ armor saves, at the cost of one anti tank gun. It's also great whenever your opponent freaks out that they ignore difficult terrain.
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Nope, can't target units inside a transport with a psychic power. (except the squad the psyker is in of course)

But then I'm not sure how MW will help to kill Termies. I mean it can only kill a single Termy. You can just about get the same effect from the rerolled 1's from the Council's CC ability. Not to mention the additional Flamer wounds you could get in.

You idea to drop a Destructor in place of the Stones shows the differences in our preferences due to the Metagame. While I would keep the stones, that extra gun the Fire Dragons Serpent just won't be around long enough to actually fire (too many instances have seen an early death for that Serpent, so that'd be my cut). 1/3 of the Armies at my FLGS are Horde and 2/3 are MEQ so I would favor the extra heavy flamer template for body control.
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