While a usable 500 point army can be made from a Battlebox, a decent 1000 point army can be made from two boxes.
First come the Troops; Again we start with the base of Fire Warriors riding in a durable Devilfish, but with the extras we can have two squads. As above, the choice to take Rifles or Carbines is yours, but again I recommend Rifles.
8x Shas'la (Rifles) -80 pts8x Shas'la (Rifles) -80 ptsThe trick in the prior list of taking the Devilfish that come with the Pathfinder squads is used her again... with a quick catch discussed later. Redundancy (use of the same unit multiple time) makes it more difficult for the enemy to blunt your offensive tankrush.Next we have the Krootses (not actual plural). Kroot like hordes. They take less morale test that way, bring a lot of wieght in combat and can shoot a lot from cover. It is also VERY difficult to remove a Kroot horde from cover; one of the reasons Kroot hordes are sometimes championed above mechanized Fire Warriors. Their extra deployment techniques make them tricky, as they can start right next to your opponent or off on the side in a wood. The can sit 50% in terrain and 50% in a line across the field to grant cover to your other units. They die to anything that denies cover by the bucket. But they are nonetheless dangerous. Use them.
20x Kroot Mercenaries; 4x Kroot Hounds -164How to get the Hounds? Model some of your Kroot in leaned over positions, don't give them guns (maybe cut the knife ends off and put that in their hands) and make them converted "Feral Kroot". Paint blood on their hands and maws. These conversions are simple and effective.Pathfinders are key, and start becoming really useful at 1000 points or higher. Here we will field 8; the other 4 coming from the conversion method outlined in the post before.
4x Pathfinder Shas'la; Devilfish w/ SMS, TA, MT, DP -1684x Pathfinder Shas'la; Devilfish w/ SMS, TA, MT, DP -168You can combine these units if you want, giving the second 'fish instead to Fire Warriors. This method will save you one KP, but will make the squad a big target. This way you can light up an extra target, and will make killing all of your lights annoying.Remember that measly Stealth Team with low amounts of firepower? With a full squad they can shred through soft targets, hurt heavier infantry, and even break through rear armor through use of extra deployment options or just great maneuvering.
1x Stealth Shas'ui Team Leader w/ Bonding Knife; 5x Shas'laThis is where you will first see the use of morale upgrades. A full Stealth Team benefits from a Bonding Knife, as if they fall back from their forward roles they can regroup and move back up, once again aggravating the opponent.Now we go back to the Crisis Commander; again we lack Heavy Support (AKA no Railguns), so any Crisis Suits need to be of the anti-tank variety. So we use the same Commander as before.
1x Crisis Shas'el w/ TL-MP, FB, HWMT -85Nothing needs to be said. Its all in the last post.In 1000 points, one Suit with anti-vehicle guns isn't enough. Luckily for us we can afford a second.
1x Crisis Shas'ui Team Leader w/ TL-MP, FB, HWMT -65A less accurate, less tough, but equally shooty suit. Use is the same as the Commander, only slightly more expendable. So the final list looks like:
1x Crisis Shas'el w/ TL-MP, FB, HWMT -851x Crisis Shas'ui w/ TL-MP, FB, HWMT -651x Stealth Shas'ui TL w/ BK; 5x Stealth Shas'ui -1908x Fire Warrior Shas'la (Rifles) -808x Fire Warrior Shas'la (Rifles) -8020 Kroot Mercenaries; 4x Kroot Hounds -1644x Pathfinder Shas'la; Devilfish w/ SMS, TA, MT, DP -1684x Pathfinder Shas'la; Devilfish w/ SMS, TA, MT, DP -168TOTAL= 1000 pts