Thursday, January 13, 2011

Army list: Final draft for the Sprue Posse GT!



So after a bunch of practice games with various lists and a glance over the available models I have, this is the current incarnation of my army at 2000 points:

HQ: 310

-Autarch: Jetbike, Laser Lance, Reaper Launcher, Mandiblaster=155
-Autarch: Jetbike, Laser Lance, Reaper Launcher, Mandiblaster=155

Elites: 380

-Fire Dragons: X5=80
-Wave Serpent: Spirit Stones, twin-linked Shiruken Cannon turret=110
-Fire Dragons: X5=80
-Wave Serpent: Spirit Stones, twin-linked Shiruken Cannon turret=110


Troops: 684

-Guardian Jetbikes: X6 w/2 Shiruken Cannons=152
-Guardian Jetbikes: X6 w/2 Shiruken Cannons=152
-Dire Avengers: X5=60
-Wave Serpent: Spirit Stones, twin-linked Eldar Missile Launcher=130
-Dire Avengers: X5=60
-Wave Serpent: Spirit Stones, twin-linked Eldar Missile Launcher=130

Fast Attack: 280

-Vypers: X2 w/ Scatter Laser, Shiruken Cannon=140
-Vypers: X2 w/ Scatter Laser, Shiruken Cannon=140

Heavy Support: 345

-Fire Prism=115
-Fire Prism=115
-Night Spinner=115

Army strategy:
Picture says it all
Overall, the army has a few key factors that will need to be used to ensure success. These factors are Speed, "reverse" Alpha Strike capability and firepower. This is not a "get in your face" CC army, if anything it's a "not the face" and run away army.

Reverse Alpha Strike: So, unless the longest range gun in the other guy's army is 24", I will keep everything in reserves and use the 2+ reserves rolls on turn 2 the Autarch provides and focus my army on one small part of his. This is the "reverse" alpha strike capability as I deny any alpha strike of the enemy while delivering my own as well as denying up to 2 turns of shooting from my opponent.

Fire Power: When I enter on, I choose a weak area of his army or a point on the table where he can't bring all of his shooting to bear. The target priority then should be something like enemy transports, long ranged fire power units/tanks and scoring units. If this is Annihilation, then just take down easy targets and stay away while if this is an objective mission I'll take out things that can threaten objectives/score and then play the objectives game.

Speed: The fact that the slowest thing in the army is 24" makes this a very fast army. This army will use its speed to keep away from enemy threats as they can move away from a threat just as fast as the threat can come at it as well as have the speed to reach any objective or point on the battlefield rather easily, should they need to. Indeed, the only time I lost anything to short ranged fire or close combat was because I allowed it or I got too close and didn't use my speed enough.

The sum of all the parts:



-The Autarchs will be put with the Guardian Jetbike squads and just hang back taking pot shots at any targets of opportunity like transports, side armor or exposed troops; with the Reaper Launcher and 2 Shiruken Cannons, that is a respectable 8 shots a turn. The Autarchs can always leave the Guardians to engage targets of opportunity like weakened squads or units without Power Weapons/Fists like IG veterans and the likes. I prefer to use this unit to hang back and be in a position to grab objectives the enemy isn't near so that they are not charged or pulled off of the objective.

-The Dire Avengers are just there to stay in their Wave Serpents and shoot their EML turrets at AV 12+ tanks or any other targets of opportunity then tank shock enemy units off of objectives or claim objectives that  enemy units might be near where the protection of a tank will be needed.

-The Fire Dragons are going to be sent to take out vehicles that my army will have a hard time with like Land Raiders/Battle tanks/Hydras or to be held back to take out any Monstrous Creatures that might get too close and Perhaps even to take out any transports that get too close so my army can take apart the passengers. 

-The Vypers are some good all-round fire power. They have the speed to come on from reserves and keep up with the army and redeploy should an enemy get too close as well as get into better firing positions to get that lovely side armor. 

-The Fire Prisms are amazing against bunched up troops that either have just charged one of my skimmers or just got blown out of their transports. I am sold on these guys for anti infantry but I try not to use them for anti tank unless I have to as a bad scatter is woefully unforgiving with these guys. Another layer of anti tank though coming in with a s9 or twin linked s10 shot.

-The Night Spinner is a tank I've come to love. It may not put out a lot of hurt on some armies but it adds a lot of utility that you just can't put a price on. Putting a squad in difficult and dangerous terrain the next time it moves will really keep that one unit slowed down and hurts both big units and small elite units alike, one can potentially take a lot of wounds and the other can't afford to take any. It also is barrage so if you want to hit a tank you can hit side armor which is great for those darn Hydras or Manticore like threats. 

Well, that's all I have sofar, feel free to give any feed back or any success stories you've had with fast armies and their use!

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