**85pts Aegis Defense Line (Icarus LasCannon)
**130pts 3 Dark Reapers (Exarch with Tempest Launcher+Fast Shot)
**130pts 3 Dark Reapers (Exarch with Tempest Launcher+Fast Shot)
**165Pts Vaul's Wrath Support Battery (3 x D-Cannons)
68pts 4 Windrider Jetbike Squad
68pts 4 Windrider Jetbike Squad
**120pts 10 Guardian Defenders (Eldar Missile Launcher w/Plasma and Starshot Missiles)
**120pts 10 Guardian Defenders (Eldar Missile Launcher w/Plasma and Starshot Missiles)
**96pts 8 Rangers
186pts 8 Striking Scorpions (Exarch w/Claw and Crushing Blow)
187pts 8 Warp Spiders (Exarch w/ TL DeathSpinner. Pair of Powerblades)
187pts 8 Warp Spiders (Exarch w/ TL DeathSpinner. Pair of Powerblades)
187pts 8 Warp Spiders (Exarch w/ TL DeathSpinner. Pair of Powerblades)
140pts Autarch (Shard of Anaris, Banshee Mask, Warp Generator, Fusion Gun)
128pts Autarch (Warp Generator, Fusion Gun, Scorpion Chainsword, Faolchu's Wing)
1997pts
Like all my armies, this one is designed to go second. As you might expect, lest the enemy force my hand, I will be reserving many units.
The Aegis takes on aircraft, manned in all likelihood by Guardians. The Reapers will be clustered in hiding somewhere whenever possible, as the unit is small enough to fit in very small LOS blocking spaces.
Vaul's Wrath will deploy centrally in most missions, though the enemy could dictate that given its range. Rangers will, in most missions, deploy and begin grounding or whittling Monsters, or just trying to cap the Powerfists et al in enemy units that are likely to storm the castle. If it makes MORE sense, I will switch out the Rangers for Infiltrating Scorpions, but I prefer to threaten the outflank in most games. Even when I end on the wrong side it affects enemy deployment knowing they can do it and Line Breaker is as good as a kill a lot of times.
The rest of the forces are in reserve. Wind Riders are for stealing objectives. Scorpions are there to Line Break and punish units that stray too close to the edges when they are not initially deployed; and their stealth will help keep them alive and upright if the enemy takes an interest in them after they show up.
The three Warp Spider units will Deep Strike and can provide the punch and volume to take out the enemy forces, preferably on the same side the Scorpions come in on so the Scorpions can support them.
The Autarchs are there to make sure the operation goes smoothly. Though only ONE of the Autarchs is allowed to affect the roll to bring reserves in (boooooo), you are now explicitly allowed to do so separately for each unit (Yaaaaaay!), so having two ensures that we can influence reserves if one goes down. In addition, the Autarchs are quite accurate and deadly for tank hunting. If they need to break off and do that, they can. One of them is even capable of taking out Mephiston, which by the way I shed zero tears over. Anything that kills Mephiston is worthwhile and wholesome. No greater kudos can be gained than to down that monster and laugh as the Gawds do. For he is evil and must be stopped at all cost.