I haven’t had any test games yet, but after having some discussions online, I’ve tweaked my tournament list a bit. Here’s the revised version:
HQ: Commander Shas’el (274 pts)
1 Commander Shas’el(Cyclic Ion Blaster; Hard-wired Multi-tracker; Plasma Rifle; Targeting Array)
2 Crisis Bodyguards (Hard-wired Drone Controller; Hard-wired Multi-tracker; Plasma Rifle; Twin Linked Burst Cannon)
2 Shield Drones
Elite: Crisis Battlesuit (186 pts)
3 Crisis Battlesuits (Missile Pod; Plasma Rifle; Multi-Tracker)
Elite: Crisis Battlesuit (94 pts)
2 Crisis Battlesuit (Flamer; Twin Linked Missile Pod)
Troops: Fire Warrior (155 pts)
6 Fire Warriors (Pulse Rifle x6)
1 Devilfish (Gun Drones; Disruption Pod; Multi-Tracker)
Troops: Fire Warrior (155 pts)
6 Fire Warriors (Pulse Rifle x6)
1 Devilfish (Gun Drones; Disruption Pod; Multi-Tracker)
Troops: Fire Warrior (155 pts)
6 Fire Warriors (Pulse Rifle x6)
1 Devilfish (Gun Drones; Disruption Pod; Multi-Tracker)
Fast Attack: Piranha Light Skimmer Squadron (150 pts)
2 Piranha Light Skimmers (Fusion Blaster; Gun Drones x2; Disruption Pod, Targeting Array)
Heavy Support: Hammerhead Gunship (165 pts)
1 Hammerhead Gunship (Railgun; Two Burst Cannons; Disruption Pod; Multi-Tracker)
Heavy Support: Hammerhead Gunship (165 pts)
1 Hammerhead Gunship (Railgun; Two Burst Cannons; Disruption Pod; Multi-Tracker)
Total Roster Cost: 1499
Changes include:
- Trading Gun Drones for Shield Drones. The HQ unit’s drones have been switched out. More survivability will allow that unit to keep doing what it does longer, and to absorb fire that could otherwise one-shot the Crisis Suits.
- Merging the Piranhas into one squadron. I lose the ability to split them off, but this keeps their firepower concentrated, meaning they’re more likely to kill their targets. It also cuts two kill points from the list.
- Targeting arrays on the Piranhas. These are going to be my seek-and-destroy vehicle hunters. I want their shots to count as much as possible.
- Streamlining the Hammerheads. These changes are all paid for by trimming points off of the Hammerheads. I’ve switched both to using twin burst cannons, and I’ve removed the target locks. Sholto brought up a good point; I’m going to be moving these things 12″ whenever I can; a target lock does no good when I’m only going to be firing the railgun each turn.
One point of contention seems to be the Crisis Suit bodyguards in the HQ unit. Let me explain why I have them the way I do. This is an infantry-hunting unit, and I want to keep it between 12 and 18″ away from its targets at all times. The command suit is well-equipped for this thanks to the CIB’s 18″ range and the plasma’s 24″/12″ rapid fire range. I wanted to run other suits that would compliment it, so I went with burst cannons and plasma rifles, which have the same ranges. I twin-linked the burst cannons because it’s cheaper than a targeting array; no, it doesn’t help the plasma, but I couldn’t afford to help the plasma. Now, if I could figure out a different loadout that could accomplish the same goal for the same cost or less, I’d love to try it. If nothing else, I could switch out one suit for the new loadout, which would help with wound allocation. Suggestions are welcome!







