Here is a rough idea of the arbites list I am looking at. The Black Marias give the list a little more punch, The Lightnings and Thunderbolts give some air cover, ground attack, and the bulk of the force is cheap enough so that you can have a lot of smaller inexpensive formations, a few mobile snatch and bike formations, the expendable volunteer militia. You can build up a few of the formations with reinforcements to make then last longer.
The roadblocks and precint block house give the army some static defences, and the change from separate cybermastif units being added to an upgrade for up to 2 units with the cyber mastiffs bonus those 2 units (not the formation) gets an increase in their performance - CC raised to 3+ and gains both the scout and infiltrator rules. Combine all this with the hold the line ability from the Proctor, Judge, and Marshal characters, and key units in the formation can forge ahead and close with the enemy. The Marshall character is an alternative to the Judge (but a Psyker) he gets a FF EA +1 MW Inspiring, commander, hold the line and invul save. The Judge has Supreme Commander EA+1 MW for CC, hold the line and Invul save.
New list below:
Redact of tc63 Arbite list with added formations
Precinct Formations 200 points – Arbites Patrol – 1 Proctor and 6 Arbitor units – Judge, Reinforced Patrol, transport, sentry guns, cyber mastiff 200 points – Arbites Riot Team – Proctor, 6 Shock squads – Judge, Transport, Cyber mastiff, Reinforced Patrol 200 pts – Interceptors – Proctor, 6 Arbite Bikers – Judge
Precinct Support formations 200 pts – Sentry Guns – 6 Tarantula sentry guns (0-1 Hyperios) TL Lascannon, TL HBolter, TL MMelta – Sentry guns 175 pts – Supression Team – 4 Execution teams – Transport 200 pts – Interdiction team – Proctor, 6 Arbitor units (formation has teleport ability) – Reinforced patrol 225 pts – Snatch Patrol – Proctor, 4 Arbitor units, 2 Valkyries 200 pts – Volunteer Militia – Mortiurge, 12 militia units – cybermastiff 250 pts – 0-1 Black Marias – 5 Black Marias – 1 Hunter for 50 pts 100 pts – 0-1 Blockhouse (replaces an objective in your half) 50 pts – 0-3 roadblocks – up to 30cm of road blocks
Planetary Navy allies. 150 pts – Lightnings – 2 Lightning fighters 200 pts – Thunderbolts – 2 Thunderbolt Fighter bombers
Upgrades 10 pts per unit upgraded – Cyber Mastiffs – up to 2 cyber mastiff upgrades can be added to units in formation. Each unit upgraded gains scout and infiltrate rules and has its CC increased to 3+. 25 pts per unit added – Reinforced Patrol – up to 6 additional Arbites or Shock units in any combination. +50 points Judge – 0-1 Judge/ Marshall character upgrade Transport – Rhinos free, Repressors 25 points each (only enough transports to hold each unit in formation without) Sentry guns can not fit in transports 25 pts each – Sentry guns – up to 2 sentry guns chosen from TL Hbolter, TL MMelta, TL Lascannon
I think this list is a little more flexible, and runs in line with the old 40K arbites list with the inclusoin of the Black Marias.
_________________ 6mm wargaming is just like 25mm wargaming with more units fitting on the same size table. Thus bigger games to get lost in and avoid the hassles of everyday living, and offerings for the dice gods.
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