HQ
The Stormlord : 225
Overlord : 180
- Warscythe, Command Barge
Court 1 : 180
- Harbinger of Eternity w/ Chronometron
- 4x Harbingers of Destruction
Court 2 : 110
- Harbinger of Eternity w/ Chronometron
-2x Harbingers of Destruction
Troops
Immortals x10 : 170
- Tesla Carbines
Immortals x10 : 170
- Tesla Carbines
Immortals x10 : 170
- Gauss Blasters
Warriors x20 : 375
- Ghost Ark
Fast Attack
Scarabs x10 : 150
Heavy Support
Annihilation Barge : 90
Annihilation Barge : 90
Annihilation Barge : 90
Total
2000
The Lanceteks from Court 2 split off and attach to the Tesla Immortal units to boost their firepower. The Chronotek attaches to the Warriors with Imotekh. My strategy and tactics are based around this unit. The Chronotek helps to keep the Storm active as long as possible and can give a reroll on number of lightning hits, which can be huge (gone from 1 hit to 6 a couple times now!). Plus Imotekh grants the Warriors Relentless so they have an effective threat range of up to 30" with 20 Gauss shots. That'll either rack up a bunch of wounds or suppress the hell out of any vehicle. If something gets within 12", that'll be 40 shots plus an assault. The unit is also supported by a Ghost Ark to replenish casualties.
The Barge Lord will zoom around and sweep attack heavy armor or other targets of opportunity. He can also hop out and charge non-assault units and destroy them or at least tie them up. The extreme mobility make this unit a great choice to go after enemy backfield units like artillery & heavy weapon squads. Also a great objective contester.
The "Court of Destruction" rides inside the Ghost Ark and shoots chrono-enhanced lances at hard targets.
The Immortals pour out shots on the move to force saves and take objectives. The Gauss Immortals can also suppress vehicles as needed.
The full scarab unit is primarily used to chew up any vehile they touch. They also act as a distraction / bubble wrap / tar pit. 30 wounds with a 3+ cover save, Fearless, and Night Fight is also highly durable.
The triple Annihilation Barges add a lot of cheap firepower and durable unit saturation. They can be quite dangerous up to AV 12 or force plenty of armor saves.
There is such synergy in the list that it feels like a well oiled machine on the battlefield. It really allows a lot of control over how the game progresses and gives me so many tactical options. What do you all think?