Monday, July 3, 2017

Ynnari: Deploying against first-turn charge

School's in session again!

There's a good amount of first-turn charge armies out there that can pretty much guarantee a kill any of your units once they get it off.  I don't think this is quite good for the game, and why they made Drop Pods and other similar units pin-point accurate is beyond me.  Regardless, it's always good to keep your head clear, see the threat for what it is and develop a counter-strategy so you can stop this kind of nonsense.

Luckily, I play an army that has a lot of thin little space-boats that can come together like Legos if I need them to.  So next time, before Swarmlord sends 20x Genestealers into your face, deploy in a manner that eliminates the possibility of your units getting charged.  Unless you're taking a huge lot of Razorwing flocks to clutter the field as fodder, your next best option is flyers.

How?  By using flyers' rules and their fat bases to bubble-wrap your army in a way that will minimize the amount of damage that can be inflicted by funneling the opponent.  Think 300, the Battle of Thermopylae, the Hot Gates, or if you want to be more imaginative with 40K examples, you've called for Broken Arrow on top of your surrounded units.  Now that you have Aeldari air superiority forming a corridor of firepower to stop the enemy in his tracks.  This does not work against flying units that can just assault you, but that's life.

Here's how it works in the rules:
  • Your opponent has to be 9" away from you when he drops in with his units.
  • Their units have to be more than 1" away from your units before they charge.
  • Airborne says that units cannot assault you unless they have the Fly rule.
  • Flyer bases are fat, so you can extend the charge range needed for your opponent.
  • You space out your flyers enough so nothing can get in, and if your army needs more space, make room so only a few small base models can fit through, and only in a straight line.

Examples below where I have 4 flyers and set up by the table edge behind me.  Another example shows a corner deployment because I have fewer flyers and bigger units.  The ~3" line is just a rough example of the distance you can put out to enable single-line infantry-sized models to get in.

Middle of the board deployment.

Corner deployment with a fatty Wave Serpent.

Basically, if you see someone trying the first-turn charge cheese, you deploy like this.  Depending on the size of your army, and how many flyers you have, the easier it will be to deploy against such shenanigans.  In short, any faction can do this if they have enough flyers or units with the Airborne special rule.

It doesn't look pretty, but it gets the job done.  God damn you GW for writing such ass rules in the first place.

Sunday, July 2, 2017

Ynnari: Tournament results and new list

The Doomseer returns.

Alright boys, I got back from my tournament and it was freaking crazy man.  It was a 2K ITC tournament with 3 rounds of pure cancer, and a side of 911.  Yeah man, the last round, a fight broke out, threats were made and the cops were called.  I mean, who the hell gets into a fight over game rules in a game with little plastic men.  That's just ridiculous.

The list I went into the tournament was with this tried and true list:

1999
Ynnari Battalion - 6 CP

HQ:
Farseer, Singing Spear = 120
Doom, Fortune

Warlock, = 37
Conceal/Reveal

TROOP:
5x Warriors, Blaster = 50
Venom, Splinter = 80
130

5x Warriors, Blaster = 50
Venom, Splinter = 80
130

5x Warriors, Blaster = 50
Venom, Splinter = 80
130

ELITE:
5x Wraithguard, D-Scythes = 225
Wave Serpent, VEngines, Stones, 3x Shuriken = 163
388

5x Wraithguard, D-Scythes = 225
Wave Serpent, VEngines, Stones, 3x Shuriken = 163
388

FLYER:
Hemlock Wraithfighter = 211
Conceal/Reveal

HEAVY:
Ravager, 3x Dark Lance = 155
Ravager, 3x Dark Lance = 155
Ravager, 3x Dark Lance = 155

Overall, very solid list and I would everyone stood out pretty evenly.  There was not a unit here that I would say underperformed, except for maybe the Warriors holding the Blasters because they didn't do anything effectual in any round of the tournament.  They either missed, didn't wound, or my opponent saved, so lol.

Onto the games themselves, my first round was against some bullshit level list with Magnus, a LoC, Changeling, a bunch of Burning Chariots, and a bunch of Horrors and Flamers.  The dude had like 12 Command Points and near-infinite Smites with -1 to hit one everything near the Changeling, and Magnus himself is just king of bullshit.  I mean, the entire army threw out Mortal Wounds everywhere, but Magnus throws out 2D6 himself on a 10+ with T7, 18W, 3+/4++ and re-roll 1s and a S16 -4 AP 3 damage weapon.  Nevermind try to cast with my list when he can cast and deny 3x a phase with a +2 modifier.  No really though, it was absolutely insane.  I ended up losing the game to what seemed like an endless flock of Tz Daemons that didn't die, and the match-up felt like it was pretty big mismatch.  All that high-S AP fire doesn't count for much if nothing dies.  Feeslbadman.

Oh, one more thing:  If you see someone playing GW Tz dice (which my first opponent was), you should probably call TO and have him change dice.  Not only was my first opponent speed-rolling, but he was playing with these abominations and I literally couldn't read his dice.  I couldn't see if he made hits, passed saves, or even how he tracked wounds as clearly as I would like.  My goal in the tournament was to see what was out there and to test out the meta, but having to play this kind of bullshittery was enough to get me triggered.  I eventually complained to the TO after the game, but just as a forewarning for those going to tournaments, please let your opponents know before the game starts.

Good job GW, dipshits.

Next two rounds were complete shitshows too, but in my favor.  The second round I faced up with another Ynnari player, but ended up seizing on him and 1-turning his Wraithknight before systematically erasing his army off the board.  He ended up calling it at the end of Turn 2.  Round 3 ended with my opponent getting first turn, blowing up one of my Wave Serpents with some crazy flying Storm Eagle Assault Gunship.  On my turn I shot down the stupid bird and he fired for little effect with his remaining Stormraven, while I managed to down it in another round of shooting.  On my opponent's turn, he charged Mephiston into some D-Scythes, they killed his ass and then Soulbursted into his Librarian Dreadnought and it was GG from there.

Here's what I realized by the end of the day:
  • This is a tournament, people take some beardy ass shit and that's expected.  For example, my friend Adam showed up with 4x Wave Serpents filled with D-Scythes, Wraithblades and Wraithcannons, and 2x Hemlocks.  He did pretty well in the tournament as well, but there was also 6 Storm Talon list with Girlyman bubble, multiple Knights, Stormswords and other kinds of filth.  You need to mentally prepare for stuff like this.
  • Alpha Strikes are vitally important in this game I feel.  I think making that huge initial impact that can leave your opponents' reeling, and potentially taking out that one crucial unit is what's going to define the meta for a while.  While MCs and multi-wound single models are strong, being able to kill those models quickly and efficiently is going to be stronger.
  • I'm not really feeling the bubble-wrap mechanics too much.  Stuff like Girlyman giving units re-roll Hits and Wounds around him, Azrael's 4++ bubble and re-roll hits, and even Dante skipping around the battlefield powering up his Stormravens.  Just feels really strong, with little risk involved, and dead easy to execute.

Look at this Tz stack!

With that said, let's try something else.  While I really liked the list that I played today, it was also really balanced.  Maybe too balanced and possibly not enough killy in the first round of the game.  I have a lot of points sitting inside transports not contributing to the battle itself.  So what should we do about that?

2000
Spearhead/Air Wing - 5 CP

HQ:
Farseer Skyrunner, Singing Spear = 168
Doom, Fortune

TROOP:
10x Warriors, Blaster, Dark Lance = 105
Raider, Dark Lance = 115
220

10x Warriors, Blaster, Dark Lance = 105
Raider, Dark Lance = 115
220

ELITE:
5x Trueborn, 4x Blaster = 115
Venom, Splinter = 80
195

FLYER:
Hemlock Wraithfighter = 211
Conceal/Reveal

Hemlock Wraithfighter = 211
Conceal/Reveal

Razorwing, 2x Dark Lance = 155
Razorwing, 2x Dark Lance = 155

HEAVY:
Ravager, 3x Dark Lance = 155
Ravager, 3x Dark Lance = 155
Ravager, 3x Dark Lance = 155

Yeah, that's right:  17 Dark Lances that open up with possible Doom on the first turn, before I run some Hemlocks down their throat with possible Smites.  I still have enough Poison to throw around, and I even have a little Blasterborn in a Venom to help with the shooting.  This is a much better Alpa Strike list and the Doom from the Farseer does amazing stuff.  Once you use Doom, you really can't go back.

Wednesday, June 28, 2017

Ynnari: Dark Eldar is back on the table

Let's go hunting.

Let's rewind a bit and go back to my roots.  What does a primarily Dark Eldar force look like with a splash of a Farseer mixed in there for Doom and Fortune?  Well, it looks something like this!  Hell, I even have a backstory behind this list of mine:

The Ynnari Farseer Johanna travels far and wide through secret webway locations to recruit warriors to her cause.  She stops by Commoragh and meets the Larry the Archon.  They join forces and set out among the stars for the glory of the Reborn!  They eventually fall in love.. +++END TRANSMISSION+++

RP mode over, here we go!

2000
Ynnari Battalion - 6 CP, 9 drops

HQ:
Archon, Agonizer, Blaster = 73

Farseer = 113
Doom, Fortune

TROOP:
5x Warriors, Blaster = 50
5x Warriors, Blaster = 50
Raider, Dark Lance = 115
215

5x Warriors, Blaster = 50
5x Warriors, Blaster = 50
Raider, Dark Lance = 115
215

ELITE:
5x Wraithguard, D-Scythes = 225
Wave Serpent, VEngines, 3x Shuriken = 153
378

5x Trueborn, 4x Blaster = 115
Raider, Dark Lance, Shock Prow = 116
231

FLYER:
Razorwing, 2x Dark Lance = 155
Razorwing, 2x Dark Lance = 155

HEAVY:
Ravager, 3x Dark Lance = 155
Ravager, 3x Dark Lance = 155
Ravager, 3x Dark Lance = 155

The difference between this list and the other one is that I have a crap ton of heavy weaponry and darklight that will make a lot of players flinch.  This one sports an opening salvo of 16 Dark Lances followed by 9 additional Blasters.  Sure, I only have a single Wave Serpent now carrying the Farseer and the Wraithguard, but the biggest difference is that I'm able to trade a lot more firepower in this list at longer range vs. the shorter-range reliance that is the WG/WS combo.

What do you guys think?  Have I done the Dark Eldar justice?  I think we're going to roll with this on for a bit.  A tournament is coming up very soon (this Saturday, 2K ITC), and I'm still debating on which list I'm going to bring.  Either way, I think it's going to be crazy fun because the meta is wide-open and there's going to be tons of awesome experimentation.  What list do you guys think I should bring on Saturday?  This one, or the previous list that I've been having success with.

Thursday, June 22, 2017

LOL FW: Eldar Scorpion

TOP KEK.

To sum up:
Eldar Scorpion, BS2+, moves 14" with Fly at full health, 26 wounds, 3+/5++ to save, T8
Distort Fields so advancing anything over 17" gives you 4++, can take Eldar vehicle upgrades, fully loaded with Bright lance and all upgrades is 705.

You star engines, be at -1 to hit with 4++ T8 and 3+ AS when you feel like.
You shoot 4d6 S12 AP-4 3D shots and 6s to wound turns into 2d6 damage at 60" hitting on 2s.

LMFAO FW

Sunday, June 18, 2017

Ynnari: Balancing out the faction

8th Ed. is here! There's no going back.

On release day, I took my Ynnari out for a spin vs. some filthy Necrons just to try out this new list that I've been working on.  It was my opponent's first 8th Ed. game, and the results were pretty skewed in my favor.

Before I dive into the list itself, I want to preface it a bit by talking about why I take the things I do when constructing an army.  When I look at an army like Dark Eldar and compare them to Eldar, or even the Harlequins, there are certain strengths and weaknesses that stand out to me like a sore thumb.  For Dark Eldar, the first thing I look at is the fact that they can take an unholy amount of heavy weaponry for a very low cost.  Their speed advantage over the other Eldar factions are not really apparent, especially when Eldar vehicles have Star Engines and Harlequins have Blur of Colour.  The one thing that really separates Dark Eldar out from everyone else in the faction is their ability to take a lot of high-strength, AP weapons that deal D3/D6 wounds.  For me, this is a dream because I've always built my Kabal to focus on ranged firepower and there's no better edition than now to spam out some darklight.  You know what else stands out for the Dark Eldar?  Their poisoned weapons.  For opponents facing Dark Eldar poison for the first time, they will be in utter and complete shock as mighty T8 creatures crumble to the weight of forced armor saves.

When it comes to the Eldar, the biggest thing for me as a firepower player is their D-weapons.  This means that most of their wraith constructs are fair game because of the amount of firepower they're able to deliver to the battlefield.  When most of the D-weapons are sporting S10 AP-4 dealing anywhere between 1-D6 wounds, this is a great asset to the Dark Eldar player when he's looking to expand on his ranged arsenal.  This firepower, however, comes at a cost.  The cost is not only tied into more expensive transport options such as the Wave Serpent due to their improved durability, but also from the fact that Wraith models themselves are often quite expensive.  A unit of 5-man Wraithguard with D-Scythes for example is 225 points.  That's a lot of points to pay for 5 models, especially when they can be afflicted by bad morale, blown-up transports or other shenanigans that just pulls models.  With that said, the one big difference between Dark Eldar and Eldar heavy weaponry is that some Eldar weaponry can auto-hit, or can be drastically improved via Guide and Doom with the help of their Farseers.  Lastly, the top things off, the Eldar have Shuriken Cannons that fulfill the unique role of delivering plentiful, mid-strength attacks that can potentially rend.  This compliments Dark Eldar very well because they can bring the high-end lances and poison, while Eldar can bring in the mid-level fire support combined with some really nasty D-weapons.

Well, what about Harlequins?  For me, they don't really have an definitive role in the way I'm currently playing the game.  I'm not very CC-oriented at all and I'm depending a lot on my ranged firepower to keep me in the game.  This, of course, is all subject to change as I play more games, especially against more CC-oriented armies that have a lot of bodies.  For the time being, I'm going to focus a lot of my Ynnari into doing massive amounts of damage from ranged at all range-bands.

So what do you get when you combine the best of Dark Eldar and Eldar together?  You get a shooting force unlike anything you've seen in the game so far.  You have a lot of cost-effective, long-ranged firepower in the form of Dark Lances through 155-point Ravagers, you have mid-ranged S6 shooting from 3x Shuriken Cannons from the Wave Serpents, and once you start getting close, that's when the real pain starts happening.  Wraithguard with D-Scythes will absolutely maul anything they get into range to shoot.  With auto-hitting D-weapons that can continue to deliver pain through the shooting phase, Soulburst triggers or even Overwatch, you have some of the most insane, guaranteed damage in the game.  Even T8 creatures have to fear the DE and Eldar mix because of the presence of rending Shurikens or massed poisoned shots.  All this together is what makes the Ynnari a truly impressive force to behold on the battlefield.

With that said, here is the list I rolled out with on Saturday:

Updated: 6/22/17

1999
Ynnari Battalion - 6 CP, 9 drops

HQ:
Farseer, Singing Spear = 120
Doom, Guide

Warlock, = 37
Conceal/Reveal

TROOP:
5x Warriors, Blaster = 50
Venom, Splinter = 80
130

5x Warriors, Blaster = 50
Venom, Splinter = 80
130

5x Warriors, Blaster = 50
Venom, Splinter = 80
130

ELITE:
5x Wraithguard, D-Scythes = 225
Wave Serpent, VSEngines, 3x Shuriken = 163
388

5x Wraithguard, D-Scythes = 225
Wave Serpent, VSEngines, 3x Shuriken = 163
388

FLYER:
Hemlock Wraithfighter = 211
Conceal/Reveal

HEAVY:
Ravager, 3x Dark Lance = 155
Ravager, 3x Dark Lance = 155
Ravager, 3x Dark Lance = 155

So far, really enjoying it.  It seems to be a very nicely balanced list that has all the proper tools to deal with a large number of threats.  How competitive this list will be still requires some rigorous testing, but it should be a nice list to bring on game nights.

On a side-note, I know how disappointing this might be for a lot of my long-time readers of my Dark Eldar blog, thinking that I've turned my back on the DE as a whole.  To explain myself a little better:  Once the Ynnari came out, I've pretty much decided that's the faction I wanted to play.  They are what the combined might of the Eldar race should be in the first place, something reminiscent of the Eldar before the great Fall.  The pure power and majesty of the Aeldari when everyone puts aside their squabbles is unparalleled.  Once the new codices come out for every faction, I'm sure they're going to add a few changes here and there that will be interesting.  However, none can refute that the Eldar have been reunited once more should take their rightful place in the stars.  First, we gotta kill that son of a bitch Slaanesh.

Tuesday, June 13, 2017

DE: The Hemlock and the Crimson Hunter

Space banshees screaming you to death.

Hi everyone.  I've been working on two lists right now that feature both the Hemlock in one list and Crimson Hunters in another list.  My favorite setup right now for the Crimson Hunter is just the stock version with 2x Bright Lances.  They still hit on 3s even with Heavy weapons because of their innate BS of 2+, so they are one of the best damage dealers in the game vs. Flyer units.  They're pretty cheap if you consider their firepower, they can be buffed with Guide and their Pulse Laser is one of the best damage weapons in the game.  The big thing here is that the 3 dmg base is a very damaging weapon vs. anything that has 3-wounds base.  This includes Wraithguard, Nob Bikerz, Crisis Suits, you know, the same units that I think are going to well in this edition.  When you have a weapon that does 2 dmg, you're not quite there and any damage you do on a 3-wound target is slightly wasted.

As for the Hemlock, I don't think this thing needs any introduction.  S10 is a very magical number because this means that you still wound T5 things on 2+.  The AP-4 is just icing on the cake, but the thing that matters the most of the unit is the fact that you have auto-hits with 2D3 with 2-damage each.  I guess you can't have everything, but the fact that you can Overwatch with auto-hitting weapons is just ridiculous against anything trying to melee you in flight.  To make things even more ridiculous, the Hemlock can cast Conceal on itself for a further -1 to hit on top of Hard to Hit, which makes him -2 to hit from ranged attacks.  At T6, 12W, ignoring any BS degradation when taking damage, and Spirit Stones to boot, this is one of the best fighters in the game.  Not to mention that everything around 12" of these guys are automatically at -1 leadership because of Mindshock Pods.  When you combine this with DE PGLs, you can inflict some serious debuffs during the enemy morale phase.  What can I say?  I love the model, I love the lore, and I love how effective they are now in the new edition.  I'm taking two, end of story.

With that said, here's my new list:

1998
Ynnari Spearhead - 4 CP

HQ:
Farseer = 113

TROOP:
5x Warriors, Blaster, PGL = 53
5x Warriors, Blaster, PGL = 53
Raider, Dark Lance, Shock Prow = 116
222

ELITE:
5x Wraithguard, D-Scythes = 225
Wave Serpent, VEngines, Stones, 3x Shuriken = 163
388

5x Wraithguard, D-Scythes = 225
Wave Serpent, VEngines, Stones, 3x Shuriken = 163
388

FLYER:
Hemlock Wraithfighter = 211
Hemlock Wraithfighter = 211

HEAVY:
Ravager, 3x Dark Lance = 155
Ravager, 3x Dark Lance = 155
Ravager, 3x Dark Lance = 155

You'll immediately notice here is that I'm dropping my Battalion detachment for a more elite list.  I only have 2 units of 5-man Warrior squads in a single Raider for troops, Wraithguard with D-Scythes that auto-hit and 2x Hemlocks to do their business against the enemy.  The 3x Ravagers allow me to maintain long-range anti-big stuff pressure, and the Farseer can drop from the Wave Serpents to cast Doom on enemy targets while casting Guide on my Wave Serpents.  Overall, I'm super happy with this list and I think I'm going to practice with it in my next game.

Eldar rules the skies.

Next, here's a Crimson Hunter list that might be effective against enemy Flyers.  They're cheaper than the Wraithfighters, and gives me a little more flexibility through having 2x SC Venoms.

1996
Ynnari Spearhead - 4 CP

HQ:
Farseer = 113

TROOP:
5x Warriors, Blaster, PGL = 53
Venom, 2x Splinter Cannon = 95
148

5x Warriors, Blaster, PGL = 53
Venom, 2x Splinter Cannon = 95
148

ELITE:
5x Wraithguard, D-Scythes = 225
Wave Serpent, VEngines, 3x Shuriken = 153
378

5x Wraithguard, D-Scythes = 225
Wave Serpent, VEngines, 3x Shuriken = 153
378

FLYER:
Crimson Hunter, 2x Brightlance = 183
Crimson Hunter, 2x Brightlance = 183

HEAVY:
Ravager, 3x Dark Lance = 155
Ravager, 3x Dark Lance = 155
Ravager, 3x Dark Lance = 155

Well, what do you guys think?  Which list do you think is better and more flexible?  I'm personally leaning towards the Wraithfighters, but the Crimson Hunters do some serious work against Flyers (cough, enemy Mechdar).

Sunday, June 11, 2017

DE: Meta prediction and Ynnari D-scythes

These guys are really, really good.

I just want to go on the record in making a pretty bold prediction on the meta to come.  After playing my first game yesterday and getting pretty adjusted to the new rules, one of the most impactful things that I noticed first was the change in the wound table.

I firmly believe that the meta going forward will be T5+ toughness models with multiple wounds.  This means stuff like Wraithguard, Nob Bikerz, Crisis Suits, and of course, some transports.  It all depends on cost-effective they will be and how useful their weapon attacks will be.  This prediction mostly comes from the fact that I noticed that S6-9 all wound T5 on 3+ unlike 2+.  That means when it comes to wounding something, these models all received a 50% increase in their overall durability for what can actually inflict wounds on them.  Once you get past the wounding stage, most larger-caliber weapons that can damage them are now doing random damage like D3 or D6.  This means that they can either do solid damage once they get in, or fire for little effect.  Regardless of the damage type, I think wounding the model is most important:  I think the most cost-effective way to dispose of these threats, you high a high-volume of shots either at S3-4 and a crap ton of shots, or plentiful S6-7 with a good amount of AP.  Regardless of which way you go, I think you need more shots, preferably with AP, and consistent damage.  Now I'm starting to look at Disintegrators a little bit harder.

With that said, yesterday's game was mind-opening for a lot of reasons.  Having just played my first game of 8th, I saw first hand the effects of the wound table, no vehicle facing, lack of cover, vehicles making charges, and how various units changed in terms of cost-effectiveness from one edition to another.  Some things just take a little to get used, but others are just a little weird for me.  I've been DE for a really long time and not really using terrain to my full advantage to get cover saves seem really weird to me.  It's a little unsettling at first, especially when I'm not crawling around cover as much as I used to, and just charging them into combat feels a little weird at first.  Of course, this is probably just me being nit-picky, but one can't really deny that in some ways, the earlier editions of 40K felt a bit more tactical with how you placed units carefully and deliberately to get the most out of your cover saves.  With that element gone, I just need to explore other ways to fill that void.

One of the things I'm going to do right away is to try something new for my Dark Eldar and that's to introduce Wraithguard with D-Scythes in Wave Serpents.  After playing against these units yesterday, I was absolutely floored by how effective I think they are.  At 45 ppm, I think they're expensive but worth every penny because of their sheer flexibility when it comes to putting guaranteed damage on things.  They're T5 with 3W a piece at 3+ AS, so they've gotten significantly more durable because of just how the wound table works now.  Their auto-hitting D-Scythes are rather incredible because they're S10 AP-4 1 dmg each, but they get D3 shots for the entire unit so they can go anywhere from 5-15 shots that auto-hit.  This means that they're incredibly lethal not only in attack, but also on Overwatch, and if you kill anything they just trigger Soulburst.  They're not incredibly bad in combat anymore either now because they're while they only have 1 attack, it does it's S5 AP-1 at D3 damage.  They also have Implacable so they can Fall Back out of combat and still shoot.  Once I saw what Ynnari D-scythes can do, I immediately went out and bought 2 boxes because man, it was just unreal flexibility.  Even their 5" movement seems like a scam because all their weapons are Assault and if you Advance with them, they can move on average ~8.5" and still fire with 8" range for an average threat range of 16.5".  For a weapon of this magnitude, that's incredible.

Other units I was pleased with:  My Ravagers and my Hemlock did some serious work, and my gunboats in general felt like they put out a good amount of damage.  My Trueborn died after my Venoms got put down, but overall I learned a lot about the new edition.  I'll tell you what though, I really liked the Wave Serpents in this edition.  The T7 is great, 13W with 16" range is also great, they can take 3x Shuriken Cannons for 9 shots at S6 pseudo-rending, and can advance 2D6 with Star Engines and Vectored Engines makes it so enemies shooting at you are at -1 to Hit.  The Serpent Shield is just icing on the cake, reducing every bit of damage you take and bursting for D3 mortal wounds whenever you need it to happen.

With that said, here's a new list that I've been working on:

2000
Ynnari Battalion - 6 CP

HQ:
Archon, Agonizer, Blaster, PGL = 76
Archon, Agonizer, Blaster, PGL = 76

TROOP:
7x Warriors, Blaster = 64
Raider, Dark Lance, Shock Prow = 116
180

5x Warriors, Blaster = 50
5x Warriors, Blaster = 50
Raider, Dark Lance, Shock Prow = 116
216

ELITE:
5x Wraithguard, D-Scythes = 225
Wave Serpent, VS Engines, 3x Shuriken = 163
388

5x Wraithguard, D-Scythes = 225
Wave Serpent, VS Engines, 3x Shuriken = 163
388

FLYER:
Hemlock Wraithfighter = 211

HEAVY:
Ravager, 3x Dark Lance = 155
Ravager, 3x Dark Lance = 155
Ravager, 3x Dark Lance = 155

The VS Engines stand for Vectored Star Engines, but that just means I put both of them on there.  Again, I'm trading less poisoned shots here because of the overall reduction of Warriors, but I'm making up for it with 18 S6 Shuriken shots that are bound to make a difference on more durable shooting platforms.

I can also change this around to add a Farseer for the Doom/Fortune and stick him in a Wave Serpent to be dropped off with the Wraithguard, but for now I think I'm going to try my luck with no additional psyker support.