Hey all...
I don't normally solicit opinions on my force choices for Tourney Play... but I figured I'd ask for opinions this time around.
In the past (as McGee and Dodge will attest), forces I have taken have been very theme-oriented with at least one special thing about it that could be a weakness and one strong to counter the weak point.
Now with my getting ready to come home soon, I will actually have the time to build something new or at least clean up and repaint models to field (I never play with primer-figs) and have narrowed my ideas down to a few concept choices- of which two are somewhat similar in base style.
As I don't have my book here, I am going off of memory for this... and aiming at 1k points. All of these are based on figs I have (either actual or through proxy)... and all have equal want to field, though one is a faction I have done well with before.
Choice 1: Capitol
LI Squad x2 (5 rifles, gl, sarge)
LI Squad (6 rifles, Com Spec, Sarge) w/body armor
LI Captain
HI Squad x2 (5 Rifles, sniper, sarge)
HI Squad (6 Rifles, Comspec, Sarge)
HI Captain
Maria (Force Commander)
Great Grey (if points allow)
If enough excess points, bulk up squads to maybe get a lmg/hmg in the larger units. Idea is to actually field a viable Off Board Arty army (something I never used) that has a bit of staying power.
Snipers are for their threat value and the ability to split off and ruin on their own. Glaring weakness is lack of CC; Daiku's Monk Army of Doom will eat it alive on some of our normal tables...
Choice 2: Brotherhood
Trooper x2 (5 rifles, sniper, sarge)
Trooper (6 Rifles, grenadier, sarge)
Sacred Warriors (4 plus Sarge)
Valkyries (5+Leader)
Mortificators (3)
Assassin
Blessed Vestal Laura
Inquisitor
This army is something of an experiment- The rifle power to help the Sacreds get in and the threat of the morts/assassin hunting down specific models. Laura is there to lead the Valkyries on the ground or back up the Sacreds if Para-deploying the Ladies. Mean trick with the Sacreds involves Laura speeding them up and ordering them to move...
It does have to rely on the troopers hitting enough to thin out the enemy some for the CC boys...
Choice 3: Cartel
Dark Slayers x3 (5 shotguns +flamer)
Peace Keepers (6+sarge)
Security Police (6+Sarge)
4 Snipers
Nick Michaels
Imperial Doomtroopers
Extra points to be spent on fielding agents if enough or giving body armor to the DS's
Its all about the shotguns... and the Snipers causing alot of worry in order to get them there. When possible, snipers are to pop squad leaders and characters. The SP's are bait or they are a threat, depending on the force faced and the situation/terrain. Michaels is not necessary to the army- I've used a fifth sniper before... The Imp Doomies are there to back up the SP's or deal with vehicles as needed.
This army's glaring weakness is the lack of range in the regular troops. But there is enough lr stuff to make folks think.
I am leaning towards the Cartel but there is too many proxies in it for me to feel right about fielding it in Tourney.
I welcome opinions... and keep it clean. I do have some ability to change out specialists as needed for most of the armies.