Hey chaps and, possibly, chapettes,
Been away from the game for a year or so. Wanted some oppinions on my first lists after getting my claws into the new codex.
HQ
Farseer: RoWit, Singing Spear, Jetbike
Illic Nightspear
Seer Council (7): 7 x Singing Spears, 7 x Jetbikes
550pts
Troops
6 x Windrider Guardians: 2 x Shuri Cans
6 x Windrider Guardians: 2 x Shuri Cans
6 x Windrider Guardians: 2 x Shuri Cans
7 x Pathfinders
651pts
Fast Attack
Crimson Hunter
Crimson Hunter
320 pts
Heavy Support
3 x War Walkers: Scatter Laser & Starcannon
Warp Hunter: Spirit Stones
Warp Hunter: Spirit Stones
480pts
Total
2001pts
Looking for some good advice on what looks good, what looks bad etc. Basically, jetbikes are for killing light infantry, shredding av10/11 and capping points, fairly obvious. The Pathfinders are for sitting on a home objective and sniping out heavy weapons and so on from squads, or taking pot shots at weapon crews blah blah you know wehat they are good at.
The farseer and seer council zoom around chucking spears at heavier tanks and possibly doing a little countercharging, kinda gotta luck out and get fortune for the farseer.
Now, the crimson hunters, i kinda wanna include them, but im not sure how well they will do, obviously they are for killing flyers and shooting up some heavier tanks on the ground with the nice str 8 lance shots etc. Been thinking that either warp spiders or Hornets with pulse lasers and holo-fields may be better, but not sure, not sure at all about the fast attack section.
Loving the changes to war walkers and laser weapons, scatter lasers and starcannons just seem such a synergistic combo now, yum. Now warp hunters, im not sure if they have changed but as far as i could find out they are still using the rules from IA:11, which means their version of the d-cannon is a bit of a monster still. If thats true then these guys with spirit stones to keep them firing seem wonderfull still.
Lemme know thought feelings experiences etc, i love tweaking lists so tell me what you think.
Cheers,
Mud