Exo Army List - Thoughts

Thanks, JD - that's why in my first list I tried for an all sixgun squad, and an almost-all-firestorm squad, and the rest as gravy (like the CHAS, cougars and air assets).
 
I fail to see where sixguns would solve the problem of multiple hopper charges. Most, if not all, Hopper attacks come in from cover or the side of the board and end in cover outside 10". No reactions are allowed at that point.

Exo's jump 15, one of the best in the game. Keep mobile and try not to let them corral you into a corner.

Face it, when Hoppers attack, MI die. There is little to nothing that can be done about it. Accept that MI will die, try to minimize the loss with supporting squads of Exo's and move on.

As for SixGuns vs. a single Firestorm. IMO the Firestorm wins. 4d10 direct fire vs. 3d6+1 is a no brainer. Most turns end with MI players on ready, so they only get one action anyways. If you are concerned with only firing it once a turn, buy several Ammo Dumps and hopscotch back and forth to them. Spend a round on one and you can fire twice.
 
Makoto said:
300 pts is enough to get the Heavenly Mercy slingshot, and in an army so small as pure exos one such baby means "recycling" all the loses - invaluable in campaign, and denies the bugs most VPs ^^
doesnt it work on power armour only?
 
ChrisPasseno said:
I fail to see where sixguns would solve the problem of multiple hopper charges. Most, if not all, Hopper attacks come in from cover or the side of the board and end in cover outside 10". No reactions are allowed at that point.

Exo's jump 15, one of the best in the game. Keep mobile and try not to let them corral you into a corner.

Face it, when Hoppers attack, MI die. There is little to nothing that can be done about it. Accept that MI will die, try to minimize the loss with supporting squads of Exo's and move on.

As for SixGuns vs. a single Firestorm. IMO the Firestorm wins. 4d10 direct fire vs. 3d6+1 is a no brainer. Most turns end with MI players on ready, so they only get one action anyways. If you are concerned with only firing it once a turn, buy several Ammo Dumps and hopscotch back and forth to them. Spend a round on one and you can fire twice.
Look at it this way, I play very warrior heavy bug forces, tend to take workers too.
Take a good look at the numbers though. That means in a turn a grizzly with firestorms can hope to take out 40 points worth of workers (4D10) the same grizzly with sixguns can roll 12d6 in it's turn (firing in both actions) and a further 6D6+1 in reaction (12D6+1 if you've got stay frosty as you'll hit the bugs twice before they get to you). Firestorms are great vs heavy expensive stuff, but once the cannon fodder gets close, they run out of options. Take my example, in a perfect turn (attack and reaction in his turn) with two firestorms you will take down 40 points of workers, with the same grizzly in a turn of attack and reaction you could potentialy take out 240 . In a war of attrition you need those sixguns, firestorms just can't take out enough models to make them worth firing unless there's some expensive stuff showing it's mandibles.
Without sixguns the cheapest worker bug is a threat to exos. Then you can save your hoppers to take out the officers.
Taking only firestorms severely limits your options, and the ammo dump option is great, it means you are stuck on defend tactics and it gives the bugs something to hide infiltrators behind :)
 
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