McCabe + promises, glowy sabre, badge of speed Luna Guild Hounds 2-3 Shadow Effigy Shadow Emissary or Sensi Yu Dawn Serpent Guild Rifleman (1), Guild Austringer (1) Ten Thunder Brother Wandering River Monk mix and match of the above. Luna and Hounds are a must if there are any interact/scheme marker schemes in the pool, hounds are still worth taking for activation control and sabre shenanigans even without luna. Shadow Effigy is always worth considering solid 4pt scheme runner with abilities that can achieve loads. the emissary and Yu both work spectacularly well with McCabe, running both can get a bit demanding on your hand. Dawn Serpent with reactivate and nimble with positives to ML can be crazy good. Austringer s are almost always good. One rifleman can be very powerful as a method of deleting mid-value models your opponent thought was safe. Wandering River monk reactivate = 24" walking and 14" leaping The dash + 3 rifleman crew doesn't work against anybody that is competent. The whole point of McCabe is fluidity, speed and the ability to catch an opponent off guard with an unexpected change of attack vector, stationery fire bases don't play to that strength. That looks like a good list, I will have to give that a try next time McCabe hits the board...