- @TheNamelessArchon wrote:
- A mechanized shooting list... By that do you mean like a Russ spam? I thought the 3 units with haywire blasters, the ravager and the voidraven was a lot.
Is it though?
Let's just take a rather simple thing - your opponent has 4 Leman Russes (or 4 Razorbacks, or 4 Battlewagons, or 4 Ravagers, or 4 Wave Serpents, et al)
You want to kill the enemy vehicles.
The Scourges will shoot at 1. 4 shots, 2.6 hits, 2.2 hull points before saves. So, odds are, the Leman/whatever is still alive. So you shoot it with a 2nd unit of Scourges. That kills it more than likely.
You then have the 3rd Scourges and the Ravager vs. 3 vehicles. You can probably kill 1 (again, presuming no saves) with that.
Your Void Raven won't arrive till turn 2+ so doesn't count here.
Your opponent can then answer - and can use anti-infantry tools to kill Scourges (you cannot use your anti-infantry tools to kill his vehicles). A Leman/Chimera/Wave Serpent is pretty capable of either killing a Ravager, or forcing it to jink, or damaging it so that it has to snap fire next turn. It is also pretty reasonable to expect 1-2 dead units of Scourges since they would have had to move up to get their shots.
That leaves you a snapfiring/dead Ravager 1-2 units of Scourges (able to kill about 1 vehicle a turn if they focus fire, avoid giving them saves, and it has 3 hull points) and a VoidRaven that might be showing up.
Compare that to my usual 1850 list, wherein I field 20+ dark matter shots on average, and sometimes some haywire and/or melta to boot. Also, recognize that the above is spread out across 13+ units, whereas you have 5 units. What is easier to kill - 5 or 13? Your anti-mech shooting is easy to kill, and, on top of that, is limited in how much damage it can do.
At 1850 it is not unreasonable to expect 6+ vehicles to be fielded - I do not think your army has the tools to deal with that.
- @TheNamelessArchon wrote:
- What changes would you recommended to make this a more balanced list?
How do you define 'balanced'?
I actually do not think our codex currently favors balanced as far as shooting v. assault - I think we benefit vastly from shooting over assault (both due to the edition as well as ourlackluster assault tools)
I think your list is currently unbalanced as far s ability to kill mech v. infantry. I would tend to advocate sloughing off some of your anti infantry tools (I immediately look at the amount of points you're tossing into Urien and his Wracks) and using it to beef up your anti-mech capability. Also, I think Mandrakes are a suboptimal pairing with the Archon - frankly I would drop either him and the Mandrakes or Urien and the Wracks. I would even suggest Urien and the Wracks are 'better' than the Archon and Mandrakes, though I would tend to favor Urien and Grots over Urien and Wracks if that's what you want to do.
I also think Scourges are suboptimal anti-tank tools. For less points than Scourges you can get 5 Warriors w. a Blaster in a Raider with a dark lance. Yes, that is two less shots of anti tank, but it is anti tank shooting that is *also* good at killing infantry and MCs (which haywire blasters are not) will allow you to fire at multiple targets, and also is a Troop selection for objectives. I think Scourges have their point, but they suffer from fragility, and single purpose (if your opponent has a Riptide or WraithKnight than a dark matter shot is great, while a haywire shot is useless) also, though Scourges excel against Superheavy stuff (they rule versus Imperial Knights) you need to assess how often you'll see such things.
I think your current list looks perfectly fun, and in friendly play would be fun to fight, and to play. But depending on how competitive your opposition is, and also how many vehicles they have access to, the list will probably lose more often than not.