The biggest weakness, as said, is lack of reserve control and very fragile units on the table at turn one, which risks you being tabled before your planes even get to combat. Against an Eldar opponent, for example, it's an almost guaranteed wipe.
Correct me If I am wrong, but it 7th ed if your on table army is wiped out, you can still bring in reserves right?
Sudden Death Victory (Rulebook p592 on my iPad, right before it talks about primary and secondary objectives) explains it: if you have nothing on the table at the end of a game turn, then you lose. So you just have to get your little core force through Turn One without them all dying (barring really bad reserves dice). That might be easier said than done though - I'd be more worried about heavy flamers in drop pods than CWE.
DOH! I was looking right over it... Eyes went from
Victory Points to
Primary Objectives and skipped that section all together... Pg 133 btw in the hardcover book.
I feel like a couple of tactical squads or dreads in drop pods would wipe you out turn 1. Your other issue is objective control. I'd drop the voidravens and get some MSU warrior squads in venoms. I also think the night shields are superfluous. You have six of them. Focus down on any anti air on the turn they arrive and after that you shouldn't need to worry about it.
I agree. Was thinking of swapping half the Razorwings with Reavers. Need to work out the points for that. Pity our HQs are to damn stubborn to straddle a bike...
So - modified List
Realspace Raiders - 1850140 Archon with SF, Huskblade, and soul trap, and parasite kiss
115 Archon with Armor of Misery, Huskblade, soul trap
166 7 wyches, with a hexatrik with agoniser, in a Raider with Nightshields and Sails
166 7 wyches, with a hexatrik with agoniser, in a Raider with Nightshields and Sails
140 Razorwing with SC
140 Razorwing with SC
140 Razorwing with SC
181 6 Reavers with 2 blasters, and 2 cluster caltrops, one champion with an Agonsier
166 6 Reavers with 2 blasters, and 2 cluster caltrops, one champion with a power weapon
166 6 Reavers with 2 blasters, and 2 cluster caltrops, one champion with a power weapon
160 Voidraven
160 Voidraven
160 Voidraven
TacticsNot much to say here... Wyches and archon hide for a turn or two - then they strike - getting straight into assault.
Voidravens deal with enemy armor while Razorwing target infantry for the most part.
Biggest issue is only 6 units able to capture objectives, but those are condensed into just 2 targets.
Warlord trait hoping for is the Strategic Genius to help with reserves.
Thoughts?
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