This is my first list that has been made since the abomination that is 5th Edition. I've tried playing the way that I used to, and you can imagine how well that's gone. I'm hoping to get some advice, since IG troops and vehicles all have shield generators now.
HQ
Shas'El 108
AFP, Burst Cannon
M-tracker, Stimulant Injector, Drone controller w/ Shield Drone
I've ditched Drones for generators, since the system now is geared towards popping individual targets. Mid-range deep striker for JSJ. Also one of my 2 lone units that can get through their shielding. Stimulant injector to help prevent getting plinked by a lucky lasgun shot. Had to put the drone back to pay for the 'vre
Elites
XV8
Shas'vre 41
2x Flamers, Vector Controlled Thrusters
Extreme close range hit-and-runner. Either to hopefully deal with some of the light armor as well as tie up heavy weapons squads. Fight 2 rounds with a fair amount of included prayer, hop away, move on to the next target. Only other shielding proof unit. upgraded to a 'vre to make it 50-50 for the VCT's to work and to force IG to at least need to roll 4's
Troops
10 Fire warriors 115
'Ui, Bonding Knife
10 Fire warriors 115
'UI, Bonding Knife
10 Fire warriors 115
'Ui, Bonding Knife
FA
8 Pathfinders 96
D-Fish with Pods 85
Originally had 2 sets of 6, one to light up a unit for the Fire warriors (who'll hopefully be positioned to overlap fire), and the second to either light up the same unit, or to help the heavy support. Assuming half hit, 1 for a BS boost, and 2 to reduce the 4+ save to at least a 6+. Devilfishes to mobilize the firewarriors in latter half of the game for objectives and to assist with deep strikers.
Railhead with pods, target lock, and burst cannons 160
Slide close to use Cannons, while pieplating any stragglers out in the middle.
XV88 80
ASS
XV88 80
ASS
Backup to the hammerhead, which I expect will roll on and be potted within a turn.
=995