After a very long hiatus from Warhammer I’m finally deciding to dive back in. This is my first attempt at a 6thed. game as well as my first experience with the new codex so I defiantly feel like I have a lot of learning to do. This is the list I plan on using soon. If anyone has had any experiences that give them some incite positive or negative into my choices I’d love to hear them.
Commander, 123
Twin Linked Plasma Rifle, Plasma Rifle, Advanced Targeting System
My commander is going to become attached to the two man crisis team. He is clearly designed to be an Infantry killing machine. The ATS will allow him to pick of dangerous models as well as allow him to make sure my opponents can’t shuffle multi wound models around to keep them alive
Crisis Team, 195
Shas’ui
Twin Linked Missile Pod, Plasma Rifle, Marker Drone
Shas’ui
Twin Linked Missile Pod, Plasma Rifle, Marker Drone
Shas’ui
Twin Linked Plasma Rifle, Missile Pod
Crisis Team, 195
Shas’ui
Twin Linked Missile Pod, Plasma Rifle, Marker Drone
Shas’ui
Twin Linked Missile Pod, Plasma Rifle, Marker Drone
Shas’ui
Twin Linked Plasma Rifle, Missile Pod
Crisis Team, 138
Shas’ui
Twin Linked Plasma Rifle, Missile Pod, Marker Drone
Shas’ui
Twin Linked Missile Pod, Plasma Rifle, Marker Drone
My Crisis Teams have the same job as before, Stop enemy mobility then clean up on infantry. Right now I have one TL Plasma Rifle in each squad just to make sure that I do have enough on an infantry punch but if I encounter any problems with transports they will be changed to TL Missile Pods
Fire Warrior Team, 189
11 Fire Warriors
Devilfish
Disruption Pod
Fire Warrior Team, 198
12 Fire Warriors
Devilfish
Disruption Pod
I haven’t run any Fire Warrior teams above 6 man in a very long time. This will be my first 6thed. Game and I am very curious to see how they do in the new rules. I still think that Devilfish are important to have even if you’re not transporting anything in them but time will tell. I honestly am very close to scraping them and getting a load of Kroot but for now Ill see if I can get by on mobility and Firepower
Piranha Squadron, 150
Piranha
Fusion Blaster
Piranha
Fusion Blaster
Piranha
Fusion Blaster
Piranha Squadron, 50
Piranha
Fusion Blaster
I think Piranha have become incredibly useful given the upgrade to the Pulse Carbine. Also they are now our best option for killing heavy vehicles. In the game they will be disengaging their drones at the first opportunity. Right now the Piranha are in a 3-1 configuration to maximize Markerlight usage but they may be better in a 2-2 formation
Gun Drone Squadron 84
6 Gun Drones
Marker lights
Mobile Markerlights like these could be very damning to my opponent. Again they fit more with the mobile theme of this army then pathfinders would but time will tell.
Long Strike Hammer Head 175
Disruption Pod
I really felt that I needed something that could reliably destroy heavy vehicles at range and this was the best option. He is expensive but if used properly could buy valuable turns for my army.
I really feel like this list has around the right ratios of Firepower for what I want to do. I feel a bit lacking in scoring units and with time I may take a second look at the mobility approach and decide to include more foot units. I’m set for a battle with Chaos Space Marines sometime in the near future I’ll be sure to post the results.