Monday, August 13, 2012

Thinking of a new footdar list

So, I've been toying with the idea of taking advantage of being able to take two detachments at 2000 points. The resulting list, in it's current form, is:


HQ: Eldrad Ulthran (1#, 210 pts)
   1 Eldrad Ulthran, (replacing codex powers with divination ones)

HQ: Farseer (1#, 175 pts)
   Doom ;  Fortune ;  Guide ; Runes of Warding; Runes of Witnessing; Spirit Stones

HQ: Warlock Unit (10#, 360 pts)
      1 Warlock (Psyker;  Conceal
      1 Warlock (Psyker;  Conceal
      1 Warlock (Psyker;  Enhance
      1 Warlock (Psyker;  Destructor
      1 Warlock (Psyker;  Enhance
      1 Warlock (Psyker;  Embolden
      1 Warlock (Psyker;  Embolden
      1 Warlock (Psyker;  Destructor
      1 Warlock (Psyker;  Destructor
      1 Warlock (Psyker;  Destructor

HQ: Avatar (1#, 155 pts)
   1 Avatar

Elite: Fire Dragons (6#, 96 pts)
   6 Fire Dragons

Troops: Dire Avengers (10#, 162 pts)
   9 Dire Avengers, 162 pts (Fleet; Avenger S-Catapult)
      1 Dire Avenger Exarch (Fleet;  Bladestorm ; Power Weapon; Shimmershield)

Troops: Dire Avengers (10#, 157 pts)
   9 Dire Avengers, 157 pts (Fleet; Avenger S-Catapult)
      1 Dire Avenger Exarch (Fleet;  Bladestorm ; Diresword; Shuriken Pistol)

Troops: Guardians (10#, 110 pts)
   10 Guardians, 110 pts (Fleet; Shuriken Catapult x10)
      1 Weapon Platform (Bright Lance)

Troops: Guardians (10#, 110 pts)
   10 Guardians, 110 pts (Fleet; Shuriken Catapult x10)
      1 Weapon Platform (Bright Lance)

Heavy Support: Wraithlord (1#, 135 pts)
   1 Wraithlord, 135 pts (Flamer x2; Missile Launcher; Scatter Laser)

Heavy Support: Wraithlord (1#, 135 pts)
   1 Wraithlord, 135 pts (Flamer x2; Missile Launcher; Scatter Laser)

Heavy Support: War Walker Squadron (3#, 195 pts)
   1 War Walker Squadron, 195 pts (Scout)
      1 War Walker (Missile Launcher; Scatter Laser)
      1 War Walker (Missile Launcher; Scatter Laser)
      1 War Walker (Missile Launcher; Scatter Laser)

The plan would be to deploy in two lines.  The front line would consist of the warlocks (with eldrad and the farseer) in the center and a squad of dire avengers to either side.  The second would likewise see the guardians on the flanks with the wraithlords and fire dragons behind the seer council.  The warwalkers would outflank.

Basically, assuming eldrad got forewarning, the two dire avengers would be given the 4+ invuln save by eldrad, and the second farseer would fortune the seer council, giving them a re-rollable 4+ invuln save.
This line of invulnerable infantry would confer cover saves to the guardians, wraithlords and fire dragons making up the second wave.

Given the fact that the heavy weapons would be in the second "wave", I think most opponents would ignore the seer council and dire avengers in turn one (assuming they went first), only to realize their mistake when I start dropping my psychic powers around.

5 comments:

  1. So, I got a game in today against a nid horde featuring 2 tervigons, a flyrant, 2 squads of ymgyrl (spelling?) genestealers, two trygons, a a squad of warriors and loads of gaunts.

    It was an objective-based game, which puts me at a disadvantage due to my lack of mobility with this army.

    However, aside from that, everything worked out pretty well. The seer council ended up killing a pair of trygons in close combat.

    At the end of turn 5, I had taken out both squads of stealers, both trygons, 1 tervigon, the flyrant and a couple of squads of termagants.

    In return, I had lost my war walkers, both guardian squads and one squad of dire avengers.

    If the game had gone to turn 7 instead of ending on turn 5 I think I could have pulled it out, but those are the breaks.

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  2. Agreed that the game was pretty lopsided due to the objective placement. One thing I didn't think of in our discussion afterwards - Dark Eldar as allies. Something like Baron Sathonyx, some Hellions, and a Beastmaster pack could really improve your hitting range - even Kabalite Warriors in place of the Guardian squads would give you some extra shots and cheaper Lance fire.

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  3. Yeah, I've been thinking about some allied venom spam and maybe a deep-striking ravager. Where the dark lance really outperforms the bright lance is on vehicles. I think it's a 10 pt upgrade on razorwings, etc, but it costs me 40 points to drop a bright lance on an eldar vehicle.

    I'm actually considering merging the two guardian squads into a single blob of ablative wounds for the rest of the army and adding a small squad of swooping hawks. 12" movement + 2d6 assault with haywire grenades might do just as good. against hordes, they can yo-yo in and out of reserves, dropping grenade packs each turn

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  4. The other thing I concluded from that game, as we discussed, with 2 psykers dropping 5 powers per turn, I need to make a token system to denote who has what each turn.

    I might just get some cheap poker chips or something and write the names of the various powers on them

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  5. I've also toyed with the idea of running the warwalkers as wasps instead. Basically warwalkers with jumpjets, so they move like jump infantry and can deepstrike.

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