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Of course I plan to yoyo and/or double ram. The pyre spirits job is to knock out the formations and/or swarming armies. The Lancer and Cormelian will take on the heavy hitters.
One problem i see with your army, is that it only has one technomancer. This could cause problems because you can only fling twice every four turns, taking one for resting. This could cause you some problems, forcing you to choose between the pyre spirit and the Scorpem gunner. And what function is the ***Golem mechanic serving in this army? If you want an AG healer with 9 attack, simply put in the **Golem. Your also going to need some harrasment. Shades and imps and the like. What your not going to need, is two heavy hitters, (cormelion and ***hvy lancer). Downgrade the ***Heavy Lancer to * and use the extra points to either add harrasment or add a techno. Also downgrade the ***Golem Mechanic to **.
I think the pyre spirit and the lancer is the best harassers, if you know how to play them. Shades, podo, and what not, are a waste of points. The golem is there to heal. I used a *** to fill in points. The heavy lancer *** is much better than a ** with 1 extra life and more click of damage. I don't think two techos are needed. If I needed to I can push then heal with the golem.
if that's your plan then y not just downgrade your healer to something like, oh, a centaur medic or a faith healer? you don't need a very high atack rating to heal the techno's 13 defense and why not downgrade the Heavy Lancer*** to a * one? i'm sure you can get in another figure to fit with your army. and hey, don't dismiss harassers as easily. A *shade is never a waste of points especially when it can stall a strong figure from wreaking havoc on your support team, say a Striker or a Magus. think of that. if you've played in some tourneys you'll know what I mean.