Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Kirby

Pages: [1] 2
News & About Forums / Forum cleansing
« on: November 27, 2012, 10:43:05 AM »
We had a bunch of spammers get onto the forums lately so we've done a forum cleanse. If your account has been deleted, sorry! Please re-register and we can reinstate you :).

Warhammer 40,000 Email Replies / 2000 pt Tau with Allies?
« on: September 03, 2012, 03:33:26 PM »
So here's a 2000 point tau w/ allies list I was thinking about...

Using 'counts as' allies, I'd model some alternate weapons onto vespid and run them as Blood Angel assault troops.

87 - Tau commander, missile pod, plasma gun, multitracker

149 - Crisis suits:
leader, missile pod, plasma gun, multi-t, drone controller
suit, missile, plasma, multi-t
x2 gun drones

149 - Crisis suits:
leader, missile pod, plasma gun, multi-t, drone controller
suit, missile, plasma, multi-t
x2 gun drones

154 - crisis suits:
leader, twin-linked flamer, missile pod, drone controller
x2 suits, twin linker flamer, missile pod
x2 gun drones

90 - x9 fire warriors

90 - x9 fire warriors

105 kroot squad:
x10 kroot
kroot ox

105 - kroot squad:
x10 kroot
kroot ox

65 - piranha, fusion

205 - Broadside team:
leader, plasma guns, multi-t, drone controller
suit, plasma guns, multi-t
x2 shield drones

205 - Broadside team:
leader, plasma guns, multi-t, drone controller
suit, plasma guns, multi-t
x2 shield drones

Blood angles (vespid) allies:

125 - librarian, jump pack

235 - assault squad:
x7 dudes
x2 meltas
sarge w/ fist

235 - assault squad:
x7 dudes
x2 meltas
sarge w/ fist

So I've got 4 stationary shooty troops, 4 combat squaded mobile h-t-h troops, 3 mobile shooty squads (one of which is last-ditch equipped), 2 broadside squads, and a speedy blocker.

I know traditional wisdom speaks against kroot ox, and to use the points from the two of them to get one more crisis, but I'm thinking they'll get some extra time on the board due to having ASM out there doing their thing. *shrug*

I have all the models, or can easily convert from existing, short of the vespid, so, thoughts?

Looks good but Crisis suits with twin-linked flamers instead of missiles are a bit silly. Pay the extra points per model and get a hull point machine munching unit instead.

Not sure about Krootox as you said but see how they go - I think not well as Kroot really loved 5th edition cover rules but they could manage well. If not, change Kroot to some more FW and then grab the extra Suits with any leftover points.

Warhammer 40,000 Army Lists / Acotez + Tau - 1750
« on: August 13, 2012, 08:08:13 PM »
Another attempt at running Allies with an Acolyte based list -

Inquisitor Coteaz
4x6x Acolytes w/Bolters, Razorback w/Psybolt Ammo
2x8x Pyskers, 1x Acolyte, Chimera w/Searchlight
3x Dreadnought w/2x TL autocannons, Psybolt Ammo

Shas’el w/Plasma Rifle, Missile Pod, Multi-tracker, HW-BSF
3x Crisis Suits w/Plasma Rifles, Missile Pods, Multi-tracker
9x Fire Warriors
8x Fire Warriors
2x Broadsides w/ASS, Team Leader w/HW-BSF, 2x Shield Drones

Totals: 1749 points

8 scoring units, 5 firepower units + psybacks/chimeras & the associated firepower from Acolytes/Fire Warriors and two large blasts from Psykers. Only beef is lack of psy defenses.

Warhammer 40,000 Email Replies / 1500 point list help?
« on: August 07, 2012, 01:47:29 PM »
Hello, I was wondering if you could help me out with this list.

It started out as an Ork list that focused on Wazdakka + Warbikers and then had a little Necron anti-tank.

However, it's turned into the below list and hopefully, I can rely on your expertise to improve it.

Here it is:

Anakyr + Command Barge
Warriors X9 + Night Scythe
Warriors X9 + Night Scythe
Deathmarks X5 + Cryptek (Harbinger of Despair) - Veil of Darkness
Deathmarks X5 + Cryptek (Harbinger of Despair) - Veil of Darkness

Warbikers X5 - Nob with Power Klaw & Bosspole (Included in Total)
Warbikers X5 - Nob with Power Klaw & Bosspole (Included in Total)

Thanks in advance!

Not a fan of the Deathmarks or the bigger Warrior squads. Deathmarks aren't really that great, even with Rapid-fire + sniper changes considering their cost, you can do roughly the same with a scoring option like Immortals. The Warriors don't need to be so big - could be upgraded to Immortals though if you have other Troops elsewhere, not needed. Likewise could use a Cryptek but not needed. I think running the Orks as your primary still works though really both could be flip-flopped here. The Biker squads should be bigger to take advantage of Mob Rule and then you should be adding in stuff around both armies - there isn't any firepower in here really outside of the Scythes. Annibarges, Kannonz, Lootas, etc. depending who's the parent and who's the Ally are all good choices.

Hi Kirby,
Ive been an avid 3++ reader for over a year now, but it's actually my first mail to you. With the arrival of the 6th ed, i've finally decided to start new army from scratch and decided to go with some loyalist SM.
I think hitting the 1750pts mark would be nice to start with since my local club is used to the 1500  format, but i'd want them to move on to a higher point count for the sake of variety.
I've been refining the core of my list, but end up with an odd number of points (60) and I ain't exactly satisfied with the various options i've found (telion? techmarine? landspeeder?). Here is where I stand at the moment :
Librarian (100)
Null zone, Infinity gate


Dreadnought (125)
2x twinlinked Autocanon

Dreadnought (125)
2x twin linked Autocanon

5 Assault Terminators (200)
Thunder hammers & Shield


10 Tactical squad (215)
Multi melta, Flamer
Sergeant with pistol/ccw & melta bomb

10 Tactical squad (215)
Multi-melta, Flamer
Sergeant with pistol/ccw & melta bomb

5 scouts (90)
Sniper rifles, cloaks


2 assault bikes (100)
Multi melta

2 assault bikes (100)
Multi melta


Predator (85)
Heavy bolters

Predator (85)
Heavy bolters

Land Raider (250)


TOTAL : 1690 pts

I'm aiming at an average SM army you could find in a tournament. Considering I don't want to play bikes nor a pod heavy army, how do you find this one ? What would you add (or change) to reach the 1750 mark ? Thanks for your help and for providing me my 40k fix every day !


The core list is solid but I worry about the scoringpotential of the list. I'd rather drop the Landraider, shore up the TH/SS size and grab another Tactical squad. If you drop the Land Raider and add 2-3 TH/SS and drop the scouts you could get 2x5x Tacticals in a Razorback though this isn't very efficient. You could also try for some Allies - drop the Scouts and Land Raider, add the extra TH/SS and then look at Space Wolves or Blood Angels or Imperial Guard to add in some extra scoring punch.

Space Wolves can add a Rune Priest and a big Grey Hunter or two small Grey Hunter squads in Rhinos/RBacks.
BA can add Mephiston and 2 smaller ASM squads in RBacks/Rhinos.
IG can add a Psyker or CCS and lots of platoons leaving the SM to do what they do best in midfield.

Otherwise I'd look at upgrading the Land Raider to a Crusader and grabbing an extra TH/SS to shove in there.

Warhammer 40,000 Email Replies / 1500 Ravenwing
« on: August 07, 2012, 01:34:00 PM »
Now, I know Ravenwing isn't exactly competitive these days, but I'm making an attempt at it (especially since their models are so cool!).

So the list is thus:

Sammael on Jetbike

Librarian on Bike

Ravenwing Command Squadron
-6 Bikes (2 plasmaguns, Sarge w/ Plasma Pistol)
-Standard Bearer
-Attack Bike w/ Multi-melta

Ravenwing Attack Squadron
-6 Bikes (2 plasmagun, Sarge w/ Plasma Pistol)
-Attack Bike w/ Multi-melta

Ravenwing Attack Squadron
-6 Bikes (2 plasmagun, Sarge w/ Plasma Pistol)
-Attack Bike w/ Multi-melta

Ravenwing Support Squadron
-Land Speeder w/ Heavy Bolter & Typhoon Missile Launcher

Ravenwing Support Squadron
-Land Speeder w/ Heavy Bolter & Typhoon Missile Launcher

It's a fairly straightforward list. Librarian trades in both of his powers for Divination powers. Squads combat squad for MSU. Speeders pick away at long range.

I've debated the special weapons, and came to the conclusion that for pure utility, the plasmagun would be a better call than meltas or flamers.

Libby isn't needed - he doesn't bring the utility he used to in terms of defenses and the powers aren't really going to make the Command squad any scarier. Outside of the Command squad I'd be running melta - Dreads are still the scariest thing to this list and melta drops them. Plasma on the command with FNP is fine to stop you dying from overheats but melta is just as good as before on flast platforms which is what Ravenwing are.

With dropping the Libby and points saved on the Plasmaguns I'd look to get another small squad of Ravenwing in there + another Typhoon if possible. Lots of Fearless Bike units forces your opponent to deal with them all but you don't have many so be wary.

Warhammer 40,000 Email Replies / Advice for getting into Necrons?
« on: August 07, 2012, 01:31:03 PM »
Hi Kirby,

I've been interested in Necrons since I started (towards the end of 5th). If Necrons hadn't been so bad then I probably would've started with them and when hte new Codex came out I got even more interested. Everyone convinced me to wait until 6th to make sure they wouldn't end up gimped, though.

Now that it's safe, I'm looking for advice on what to get (other than flyers, obviously) and what you like/dislike. Basically, what would you do for Necrons at 1500/2000 points? I'm not really looking to collect a whole army like I've managed with BA, I'd like to limit myself to one or two lists with some flexibility (at least to start).


I guess it depends if you want Allies or not?

For a base list something like:

Overlord in CCB
2x Annibarge
Doom Scythe
2x5x Warriors w/Night Scythes + Stormteks
2x10x Immortals + Cryptek

Is a good base and around 1200-1300 points. I caution against more than 3 Flyers as it leaves so little onthe table. With extra points you can get allies which help with direct firepower (i.e. not torrent), scoring and ability to deal with units in combat (you could use your BA here - 2x10x ASM in ASM, Mephiston, Vindie, etc.) or keep the Necron theme. Grab some more Immortals or Warriors in Ghost Arks. Scarabs. Potentially Deathmarks/Stalkers but I feel at this point you're better off with Allies.

Warhammer 40,000 Email Replies / Combat Crons List/6th advice
« on: August 07, 2012, 01:26:51 PM »
I've been wondering how a list like this would do in 6th. I don't get to play very much +1K battles and the few I got to test these ideas out in were sort of unflattering...
I could just switch to the Night scythes I love so much, but now that I don't want to scare people off from higher points just as I've got them to humor me.

I have a framework here and I was wondering if you had any ideas. I think the new rules buff the concept quite a bit, but it's got a lot of expensive pieces.

- Overlord
+ Warscythe, Command Barge... 180

- Overlord
+ Warscythe, Command Barge... 180

- 6 Wraiths
+ 3 Whipcoils... 240

- 6 Wraiths
+ 3 Whipcoils... 240

- 8 Necron Warriors
+ 2 Lords w/ Warscythe, Mind Shackle Scarabs
+ Ghost Ark... 339

- 5 Necron Warriors
+ 2 Harbingers Of Destruction, Solar Pulse
+ Ghost Ark... 250

- 5 Necron Warriors
+ 2 Harbingers Of Destruction, Solar Pulse
+ Ghost Ark... 250


I'm very curious about how far points spent on +2 armor saves will go, and if mind shackles on the overlords are a good idea.

If I were to play this at 2000 points I'd be a bit worried I wasn't making the most of my points vs the swell of silly allies and 2xFOC armies out there and I'd want to slide in an extra troop choice somewhere. But at anything less than 2k I don't have much hope for including the wonderful destructors every necron player loves so much and further buffs on the existing troops to make them more presentable can get you to 1750 or 1850 already, give or take a warrior or two.

That advancing Ark sure could get scary though, and it really provided the punch needed to make use of how solid and fast the wraiths are. Plus when supported those warriors can really stick around. Buffering the Lords got a little different, and I'm still trying to wrap my head around the situations that will be coming up.

Thanks for your help.

Love the blog,

Combat Crons ain't going to work with that small a Warrior squad. You need something like 15+ Warriors with the Attached Lords. The issue is you're spending a lot of points on the Overlords when you don't really need to anymore - I'd probably drop both the Barges, one of the Overlords and attach him + a Lord to the new 15x Warriors. Give them Sycthes + MSS and one Orb. Keep the other Warriors + Ghost Arks as they are.

Then grab some Annihilation Barges + a Doom Scythe & with spare points (particularly if taking to 2000 points), 2x5x Immortals w/Stormtek + Night Scythe. If you're not wanting to run the Night Scythes pushing these on foot with larger squads works as well and can therefore be fit into 1750. Any points need shaving further look to trim the Wraiths.

We're not going with the 2+ save on the characters because, well MSS is better really. If you have spare points you can chuck them on but you still die to PFists and the like and Scythes aren't going to stop characters w/Invuls & Pfists unless they get really lucky. Which means you'd need a 3++ as well and that's just way too many points.

Warmachine & Hordes Strategy and Tactics / Woldwrath - Cirlce Gargantuan
« on: August 02, 2012, 03:37:21 PM »
SPD: 5
STR: 16
MAT: 6
RAT: 5
DEF: 7
ARM: 20
Fury: 4
Health: 12 Mind 24 Body 20 Spirit (56 Total)


Spell Ward- This model cannot be targeted by spells.

Lightning Strike
RNG: 14 RoF: 1 AoE: - Pow: 15
Damage Type Electricity
Storm Generator- When a model is directly hit with this weapon, center a 3" AOE on it. You can then have lightning arc to the nearest model within 4" of the model hit, ignoring the attacking model. The model the lightning arc to suffers an unboostable POW 10 electrical damage roll. After this damage roll is resolved, center a 3" AOE on the model the lightning arced to. The AOES remain in play for one round. Models entering or ending their activations in an AOE suffer a POW 10 electrical damage roll.

Stone Fistx2
Pow: 3 P+S: 19
Open Fist
(Not magical weapons like the other constructs)
Earth Shaker- When an enemy model is directly hit by an attack made with this weapon, center a 4" AOE on the model directly hit. Models in the AOE are knocked down.

Druid's Wrath
Cost:2 RNG: Self
Friendlly Faction models gain an additional die on magic attack rolls targeting enemy models within 10" of this model. Druid's wrath lasts for one turn.

So people's thoughts?

I think it looks pretty decent - Earth Shaker & Lightning Strike seem pretty good and obviously focused at infantry clearing though some nice uses could be applied with a localised AOE KD effect. Animus is obviously very good with Druids & several casters though Fury 4 and Spell Ward could limit its damage capacity in combat, etc.

Still SP5 and MAT6 which are higher than normal and ARM20 with 56 boxes makes it quite durable as you would expect. Not bad overall I think though I'm not sure how Hordes will go with a 19/20 point model with only 4/5 fury in terms of management there.

New Members & Site Discussion / Text based logo & merchandise mock-up
« on: July 25, 2012, 09:09:07 PM »
Okay looking to do some text based logoisms to coincide with the new logo (for those who aren't that fond of it or for smaller items).

Here's a mock-up with the new logo on a shirt.

And here's some mock-ups for the text based stuff. Preference for any of them? Complete re-think? Hit me.

Warhammer 40,000 Army Lists / Acotez + Necrons - 1750
« on: July 24, 2012, 06:48:18 PM »
People were interesting about this on the Bawks so posting here as well.

Parent List –
Inquisitor Coteaz
6x5x Acolytes w/Bolter, Razorback w/Psybolt Ammunition, 5x Searchlights
3x Psyfledreads

Allies –
Necron Overlord w/Warscythe, Mindshackle Scarabs, Command Barge
2x Crypteks, Harbringer of the Storm
2x5x Immortals w/Guass, Night Scythe
Doom Scythe

Totals: 1750 points
13 vehicles
44 infantry

Not a huge fan of the Acolytes, quite fragile though if gives you nice access to TL S6 firepower on the cheap. Psyfledreads support, Coteaz giggles with psychic support and Necrons fill out the list with some not-chaff units which bring more scoring, mobility, anti AV14 and extra dakka.

Love what the Necrons, particularly over the Warriors I've been using normally. The S5 guass and 3+ save plus staff is adding that extra bit of durability and punch I think the list has needed though Traveller in place of the normal Overlord wouldn't go amiss either...

It all comes back to the Acos though and whether or not they can stick around on objectives...

Warhammer 40,000 News & Rumors / Chaos Daemons in White Dwarf
« on: July 24, 2012, 01:04:43 PM »
Chaos Daemons getting a re-vamp in White Dwarf...

Here's a video:!

and some screenshots

Warhammer 40,000 Email Replies / 6th ed SoB help
« on: July 23, 2012, 03:46:43 PM »
I'm not sure which blog author would be most familiar with SoB (if any are) so I'm sending this to you. I'm rather curious about how 6th ed changes SoB, especially with the addition of allies.

Here is what I'm thinking of playing so far:

HQ: 115pts
St. Celestine: 115pts


Troops: 350pts
10x Sisters: Flamer, Flamer, meltabomb, rhino: 175pts
10x Sisters: Flamer, Flamer, meltabomb, rhino: 175pts

Fast Attack: 450pts
10x Seraphim: 2x Flame Pistols, melta bomb: 200pts
5x Dominions: 2x Melta, Meltabomb, Rhino: 130pts
5x Dominions: 2x melta, Meltabomb, Rhino: 130pts

Heavy Support: 355pts
2x Exorcist: 270pts
5x Retributors: 4x HB: 85pts

Total: 1280pts

Rune Priest: Chooser of the Slain, Force Sword, Runic Armour, Wolf Tooth Necklace: 140pts

5x Scouts: Bolters, Plasma Gun: 90pts

9x Grey Hunters: Melta, MotW, Wolf Standard, Rhino: 200pts

Heavy Support:
6x Long Fangs: 5 Missiles: 140pts

Total: 570pts

Grand total: 1850pts

The way I see it is that with everyone having krak missiles there's not much use in having melta except against LRs and similarly high AV targets. You might as well just charge them (72% chance of success at 6") and nuke them, which can also potentially kill all of the occupants if you manage a good enough spread. I added lots of flamers because sisters really hate close combat, especially with the WD book. If you're going to charge them then prepare to take some flamer hits. They also help with taking out enemies that have had their ride destroyed.

Exorcists are there for obvious reasons. One weapon vehicles aren't quite as bad as before and with AP 1 they still have a fairly good chance at smiting a low AV vehicle in a single round. Retributors are there because I lack a third exorcists and mass rending shots are generally fairly nice. I gave each unit a meltabomb to use in case of walkers or MCs so that they have something more effective than krak grenades.

For allies I chose Space Wolves, mostly because I already have them and they help a lot in terms of psychic defense. The rune priest is designed more for challenges than anything else, having runic armour to stop power weapons. While he probably can't stand up to a dedicated close combat character (unless it lacks a 2+ save) he should be able to kill enemy sergeants fairly well. Also, good luck hitting his unit with psychic powers because I don't think runic weapons stop you from using Deny the Witch (same with Runes of Witnessing).

I chose Grey Hunters to be his escort unit as they're the better troop choice in the SW book and I gave them a meltagun in case they need to face down a tougher target (and lack of points for a plasma gun) and then the MotW and a Wolf Standard to help them out in close combat because they're the only unit in the army that other than Celestine that doesn't cry if a single space marine reaches them (at least in my experience in 5th) so by default they're my main counter-charge unit for the most part.

The scouts are there because having a 8/9 chance of choosing a board edge is great and they have a plasma gun because of the virtues of hitting RAV or back end MCs with multiple S7 AP2 shots.  Essentially they're a cheap suicide squad.

The long fangs are around to assist as additional ranged fire support. SoB tend to be a fairly short ranged army so having a 4th unit that can reach out and touch someone effectively from beyond 12" is pretty nice.


Thank you for you time.


Sisters are still bad unfortuantely but they do have a couple things going for them. Dominions and Celestine are two which you are using so, good. I'd run the SoB with melta - flamers forces them to get really close whilst you can still melta from the top-hatch. Less useful on infantry than it was but still good.

My issue goes with the choice of Allies. This might be a restriction on what you have but Imperial Guard would be an excellent choice. Drop the Seraphim for another Dominion squad and Celestine now has a huge blob with which to ferry herself into combat with. Which is Fearless. Chuck in some Power Axes on Sarges and Priests w/Eviscerators and you have a cheap Fearless unit which can hurt stuff (Krak grenades will help laugh at tanks as well). Then use extra points for HWT to shore up your scoring, a Vendetta and potentially something from heavy support (Manticore if you want to be brave, Hydra for extra anti-air, etc.).

Now, if you don't want to do this. I'd still prefer something like Blood Angels or Space Marines where you can combat squad for more Troops. If you want to stick with Wolves though, get a 2nd Grey Hunter unit. I'd probably replace the Scouts with Wolf Guard so you can bring double weapons for them - you still have the Seraphim + Celestine for backfield distraction. I'd run Plasma on them as well - you have good melta elsewhere.

Warhammer 40,000 Email Replies / 1500 Eldar w/ Dark Eldar Biker
« on: July 23, 2012, 03:34:17 PM »
First off, HUGE fan of your blog. I read it everyday, and as I'm stuck in India at the moment. I read it even more. You guys are really insightful especially you, your Tyranids post was spot on in my opinion and a lot of people couldn't present it as well as you did. Anyways enough fanboying around I don't mean to make you uncomfortable. Just a really big fan. So with 6th out here is the list I'm planning on toting around. I've always liked two types of Eldar: Jetbikes and foot lists, but I usually pick one or the other. Also since I have Craftworld and Dark Eldar (what elves are cool) I decided to mix the two together for a cool fast deadly list. So without further ado, here is the list.



-Doom/Runes of Warding

-Hex Rifle


6x Trueborn
-2x Dark Lances


6x Guardian Jetbikes
-2x Shuriken Cannons

6x Guardian Jetbikes
-2x Shuriken Cannons

10x Warriors
-1xDark Lance
-Raider (Splinter Racks)

10x Warriors
-1xDark Lance
-Raider (Splinter Racks)

Fast Attack

6x Reaver Jetbikes
-2x Blasters

Heavy Support

Fire Prism

Fire Prism

Razorwing Jetfighter


Puts me at about 1493

What do you guys think about this list I have 8 lances 2 blaster lances (18inch assault lance) 2 fire prism shots and 12 S6 mobile shots not to mention tons of poison.
What do you feel? It looks like not really enough survivability or firepower but I really do have crazy movement.

Basically Farseer and Haemeo go with Trueborn squad. The rest works itself around the table.

Do you have any idea on how to make this list more effective?  I feel there is something really missing from this list. But I don't know what.

Always your fan,

Missing? Fire Dragons ^^.

I'd run the Warriors as medium Wrack units instead - cheaper and leaves points elsewhere. The Trueborn aren't really needed as a one-off unit so I'd drop them (Seer + Haemon go with Wrack units, Haemon starts with Reavers) and look to get 2x Dragons in Wave Serpents. You're going to need to drop something else though and that would most likely need to be the Razorwing (you want two Prisms if you take one) or both Prisms and look to do something else with those points (Falcon with small Dire Avengers in it?).

Either way though, I don't think it will be hugely awesome. Eldar + DE are weak in Troops and this isn't any different. Best way I could see these two being used is likely DE parent with 6x Troops and Eldar adding in two Avenger Serpents or Pathfinder squads and then a Bike Council. You don't get the Bike troops but you get the Bike Council which hits your bike theme. Not likely to really work super well at 1500 though...

Warhammer 40,000 Email Replies / Nob Biker and Tau
« on: July 23, 2012, 03:20:17 PM »
Hi Kirby!

I am a long time reader of your blog and need your advice :-)

Yesterday I had the idea of creating a Nob or normal Ork Biker List
with Tau long range support as I think Ork Bikers will be really cheesy
again. And at the same time I think, Tau will give great fire support.
Can you help me building a list like this, as I have no experience with
Nob or Ork Bikers.

The bikers would then act as fast troop choices who put pressure on far
away mission markers and maybe 2 firewarrior teams to defend the base
and act as bubble wrap for the suits. What are your thoughts on this
combo? I think it could be really cheesy now. I'm not sure about the
colossus team since target lock is gone now.

Thank you!

Take a standard Tau list minus the Kroot really. Something like:

10 Crisis Suits (plasma + missiles are still best bet though TL-missiles are a good second choice to save some points)
6 Broadsides (take shield dones)
2-4 Piranhas

Add in some Fire Warriors as they are much improved, maybe 3 squads?

Then add in an Ork Warboss + Nob Biker unit and a large Shoota Boyz unit to become the new Kroot. Spare points can go into more Fire Warriors, Devilfish or Kroot to back-up the Shoota Boyz. You could also go lol funwith shield dronesin Crisis units.

Pages: [1] 2