Hi all,
Below is my first attempt at a 2000 point list using the new Iyanden book.
HQ:
Shadow Council
3 Spirit Seers
- Wraithforge Stone
- Guardian Helm of Xellethon
Wraithseer
- D-cannon
TROOPS:
5 Wraithguard
- Wraith cannons
5 Wraithguard
- Wraith cannons
5 Wraithblades
- ghost axes and Forceshields
FAST ATTACK:
Crimson Hunter
- Exarch
10 Warp Spiders
- Exarch
- Powerblades
- Spinneret Rifle
HEAVY SUPPORT
Wraithlord
- flamers
- scatter laser
- eldar missile launcher
Wraithlord
- flamers
- scatter laser
- eldar missile launcher
Wraithknight
- 2 x scatter lasers
Total Points: 1995
Basically the three members of the shadow council would be split apart and attached to each of the wraithguard/wraithblade units. One would use the wraithforge stone to heal either a wraithlord or the wraithknight each turn. The guardian helm would go in the wraithblades squad to allow them to accept challenges.
All spiritseers would take 2 rolls from runes of battle, and the one attached to the wraithblades would trade one rolled power for the iyanden primaris that confers battle focus and furious charge to all wraith units within 12 inches.
I envision the wraithguard units marching up the field, providing cover for the wraithseer and wraithlords (think the old necron warrior phalanxes), while the knight focuses on using his heavy wraithcannons to hunt down vehicles and other monstrous creatures. The crimson hunter would help provide AA and anti-armor support. Finally, the warp spiders would utilize their speed and firepower to take out infantry hordes or light vehicles.
Path of War
Monday, June 24, 2013
Friday, June 14, 2013
Initial impressions of new Eldar codex
The new Eldar codex has now been out a couple of weeks and I've had the opportunity to play a few games. While in no way an exhaustive review, the following is a breakdown of my opinions on the units I've had a chance to playtest.
HQ:
1. Farseer
The farseer is really a bargain. For 100 points you get a Ld10 ml3 psyker with access to some really good powers. He still has access to runes of warding and runes of witnessing, but these powers are pale shadows of their former selves, and are one use only. Personally, I do not think they are worth the points, so i've been running my farseer with a singing spear as the only upgrade. (fyi, as of the moment, the spear is not listed as a 2-handed weapon, so you get the extra cc attack for the shurikan pistol).
While the farseer seems to be a really good HQ choice, he is by no means the auto-include that he was in previous versions of the codex. As a result, expect to see a more varied selection of HQ models on the table.
2. Autarch
Even cheaper than the farseer, the autarch is another good all-purpose choice. I run mine with warp jump generator, fusion gun and a power sword and stick him with a squad of deep-striking warp spiders. With 3+ armor and a 4+ invulnerable save, he's a fairly resilient model that won't completely fold in close combat.
3. Illic Nightspear
I think this guy has a lot of potential. For 140 points you get a bs9 sniper with shrouded and some pretty nifty infiltrating tricks. He also allows you upgrade rangers into pathfinders. His ranged weapon is a 48" ap2 sniper rifle with the distort rule. I've used him in one game so far in which I attached him to a squad of dark reapers that I had deployed in some ruins. This combined with his shrouded giving them 2+ cover saves. this made for a very resilient firebase.
Troops:
1. Guardians
Blade Storm and Battle Focus has really upped the damage potential for guardians. Throw in a warlock and a couple of heavy weapons, and anything getting within shooting range of a large guardian blob is going to have a really bad day.
2. Windrider Jetbikes
These are the old guardian jetbikes, except they now have blade storm and are alot cheaper than before. Under the previous codex, about all they were good for was late game objective grabs. Now expect them to get in your face and do significant damage.
3. Dire Avengers
All the damage potential of the guardians (except for heavy weapons), but with better survivability due to better armor. Probably best run as a 10 man squad with a wave serpent. Also, make sure you take the exarch and give him disarming strike. With this ability, he can go toe to toe with most independent characters in a challenge. Also, shimmershield now confers a 5+ invulnerable save to the squad outside of close combat as well as during close combat.
4. Rangers
For 60 points, they're probably a decent points filler, but do not expect anything spectacular from them.
Elites:
1. Striking Scorpions
These guys got a pretty good buff. with battle focus and blade storm their shooting is better than you would expect. Also, the scorpion claw is now a power fist that hits on initiative, meaning that he's going to swing before a significant percentage of his opponents.
Fast Attack.
1. Warp Spiders
These guys are fast, shooty, and cheaper than they used to be. With battle focus and the monofiliment rule, the can move 6+2d6, run 6, thrust move another 2d6...and shoot their 2-shot, S6 weapons that are essentially rending.
2. Swooping Hawks
While I would still rank these behind warp spiders, swooping hawks are much more playable than they were. The ability to deepstrike without scatter means you can bring them in exactly where you need them to be in order to inflict the maximum damage. The grenade pack has a more limited range, but is now ap4 and ignores cover. And while only S3, lasblasters put out 3 shots each.
3. Crimson Hunter
Best anti-armor/anti-flyer flyer in the game. upgrade to the exarch and give him marksman's eye and he's suddenly shooting those two bright lances and the 2 pulse laser shots at bs 5 which precision shot on 5+..and he rerolls failed armor pen rolls with those 4 S8 ap2 shots. Only has 10 armor, so don't expect him to take a ton of abuse, but he will be deadly while he's on the board.
Heavy
1. Wraithknight
S10 T8 W6 jump monstrous creature with access to a whole plethora of heavy weapons. He's expensive (starting at 240 points), but worth it. While people are focused on the shattershield/suncannon configuration, I think over time people will realize that the 2 heavy wraithcannon/2 scatter laser setup is better. The eldar army really doesn't need to rely on the suncannon for heavy infantry..blade storm has that covered. The S10 ap2 wraith cannons also have distort, which causes instant death on a to wound roll of 6. So this beast can instant kill other multi-wound, high toughness monstrous creatures.
2. Fire Prism
The choice firing the prism cannon as ap3 large blast, ap2 small blast or ap1 lance makes the fire prism probably the best all-comer heavy support choice in the codex. All for only 115 points.
3. Nightspinner
I've only used this once, but the doomweaver being able to lob large blast (barrage) or torrent flame templates with the monofiliment rule is pretty handy. Against vehicles or low initiative models, it counts as S8, otherwise it's S7.
4. Vibrocannon batteries.
These proved to be a fairly good, cheap fire platform for 90 points. Starting at s7 ap4, a battery of 3 that manages to hit with all three weapons will be resolved at S9 ap2 for all three hits. Unfortunately, no longer counts as a beam weapon.
5. Dark Reapers
These guys are expensive. 30 points each, plus another 8 for the nearly mandatory starstrike missiles (s8 ap3). Anything with a 3+ not in cover will die to these guys. In addition, the dark reaper targeters ignores jink saves, so killing bikes, jetbikes and skimmers are their specialty. You can take an exarch and upgrade his weapons a couple different ways, including an eldar missile launcher with flakk missiles. However, without access to interceptor, I wouldn't bother. give him fast shot instead.
General Comments.
The new eldar special rules make the army a lot deadlier than first appearances would suggest. Battle Focus allows almost every model to shoot and run in each shooting phase. This makes the eldar a very fast army with alot of firepower, even on foot. Blade Storm, Distort, Monofiliment all allow what might at first seem to be a relatively weak weapon to auto-wound (or instant kill) at ap 1, regardless of toughness.
HQ:
1. Farseer
The farseer is really a bargain. For 100 points you get a Ld10 ml3 psyker with access to some really good powers. He still has access to runes of warding and runes of witnessing, but these powers are pale shadows of their former selves, and are one use only. Personally, I do not think they are worth the points, so i've been running my farseer with a singing spear as the only upgrade. (fyi, as of the moment, the spear is not listed as a 2-handed weapon, so you get the extra cc attack for the shurikan pistol).
While the farseer seems to be a really good HQ choice, he is by no means the auto-include that he was in previous versions of the codex. As a result, expect to see a more varied selection of HQ models on the table.
2. Autarch
Even cheaper than the farseer, the autarch is another good all-purpose choice. I run mine with warp jump generator, fusion gun and a power sword and stick him with a squad of deep-striking warp spiders. With 3+ armor and a 4+ invulnerable save, he's a fairly resilient model that won't completely fold in close combat.
3. Illic Nightspear
I think this guy has a lot of potential. For 140 points you get a bs9 sniper with shrouded and some pretty nifty infiltrating tricks. He also allows you upgrade rangers into pathfinders. His ranged weapon is a 48" ap2 sniper rifle with the distort rule. I've used him in one game so far in which I attached him to a squad of dark reapers that I had deployed in some ruins. This combined with his shrouded giving them 2+ cover saves. this made for a very resilient firebase.
Troops:
1. Guardians
Blade Storm and Battle Focus has really upped the damage potential for guardians. Throw in a warlock and a couple of heavy weapons, and anything getting within shooting range of a large guardian blob is going to have a really bad day.
2. Windrider Jetbikes
These are the old guardian jetbikes, except they now have blade storm and are alot cheaper than before. Under the previous codex, about all they were good for was late game objective grabs. Now expect them to get in your face and do significant damage.
3. Dire Avengers
All the damage potential of the guardians (except for heavy weapons), but with better survivability due to better armor. Probably best run as a 10 man squad with a wave serpent. Also, make sure you take the exarch and give him disarming strike. With this ability, he can go toe to toe with most independent characters in a challenge. Also, shimmershield now confers a 5+ invulnerable save to the squad outside of close combat as well as during close combat.
4. Rangers
For 60 points, they're probably a decent points filler, but do not expect anything spectacular from them.
Elites:
1. Striking Scorpions
These guys got a pretty good buff. with battle focus and blade storm their shooting is better than you would expect. Also, the scorpion claw is now a power fist that hits on initiative, meaning that he's going to swing before a significant percentage of his opponents.
Fast Attack.
1. Warp Spiders
These guys are fast, shooty, and cheaper than they used to be. With battle focus and the monofiliment rule, the can move 6+2d6, run 6, thrust move another 2d6...and shoot their 2-shot, S6 weapons that are essentially rending.
2. Swooping Hawks
While I would still rank these behind warp spiders, swooping hawks are much more playable than they were. The ability to deepstrike without scatter means you can bring them in exactly where you need them to be in order to inflict the maximum damage. The grenade pack has a more limited range, but is now ap4 and ignores cover. And while only S3, lasblasters put out 3 shots each.
3. Crimson Hunter
Best anti-armor/anti-flyer flyer in the game. upgrade to the exarch and give him marksman's eye and he's suddenly shooting those two bright lances and the 2 pulse laser shots at bs 5 which precision shot on 5+..and he rerolls failed armor pen rolls with those 4 S8 ap2 shots. Only has 10 armor, so don't expect him to take a ton of abuse, but he will be deadly while he's on the board.
Heavy
1. Wraithknight
S10 T8 W6 jump monstrous creature with access to a whole plethora of heavy weapons. He's expensive (starting at 240 points), but worth it. While people are focused on the shattershield/suncannon configuration, I think over time people will realize that the 2 heavy wraithcannon/2 scatter laser setup is better. The eldar army really doesn't need to rely on the suncannon for heavy infantry..blade storm has that covered. The S10 ap2 wraith cannons also have distort, which causes instant death on a to wound roll of 6. So this beast can instant kill other multi-wound, high toughness monstrous creatures.
2. Fire Prism
The choice firing the prism cannon as ap3 large blast, ap2 small blast or ap1 lance makes the fire prism probably the best all-comer heavy support choice in the codex. All for only 115 points.
3. Nightspinner
I've only used this once, but the doomweaver being able to lob large blast (barrage) or torrent flame templates with the monofiliment rule is pretty handy. Against vehicles or low initiative models, it counts as S8, otherwise it's S7.
4. Vibrocannon batteries.
These proved to be a fairly good, cheap fire platform for 90 points. Starting at s7 ap4, a battery of 3 that manages to hit with all three weapons will be resolved at S9 ap2 for all three hits. Unfortunately, no longer counts as a beam weapon.
5. Dark Reapers
These guys are expensive. 30 points each, plus another 8 for the nearly mandatory starstrike missiles (s8 ap3). Anything with a 3+ not in cover will die to these guys. In addition, the dark reaper targeters ignores jink saves, so killing bikes, jetbikes and skimmers are their specialty. You can take an exarch and upgrade his weapons a couple different ways, including an eldar missile launcher with flakk missiles. However, without access to interceptor, I wouldn't bother. give him fast shot instead.
General Comments.
The new eldar special rules make the army a lot deadlier than first appearances would suggest. Battle Focus allows almost every model to shoot and run in each shooting phase. This makes the eldar a very fast army with alot of firepower, even on foot. Blade Storm, Distort, Monofiliment all allow what might at first seem to be a relatively weak weapon to auto-wound (or instant kill) at ap 1, regardless of toughness.
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.
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.
Sunday, July 1, 2012
Initial Impressions of 6th edition
So, I've managed to get in a pair of games since the release of the 6th edition 40k rulebook.
The first game was my normal 1500 pt mechanized death skulls trukk list against IG. The second was a smaller 1000 point game with my orks against a dark eldar wyche cult.
Overall, I think that 6th edition has actually buffed the majority of my ork army. The fact that my trukks and battlewagon can move 12 inches in the movement phase and then the occupants can snap fire in the shooting phase has lead to a drastic increase in the army's firepower, while really having no effect on mobility. In fact, with the wagon being able to keep up with the trukks in movement, it's actually sped the army up somewhat.
Granted, since I run shootas in my trukks, I don't exactly run a standard ork list. I would not be surprised to start seeing more trukk or wagon lists with shootas instead of sluggas, especially with the changes to furious charge meaning orks pretty much always go last against everyone in assault. Snap fire really has a very minimal effect on ork shooting.
The major downside that I've seen so far is my nob squad. The loss of would allocation and the nerf to feel no pain has really hurt their longevity in games. Given that my typical nobs under 5th ranged from 31 to 56 points each (depending on wargear), I'm beginning to feel that they simply aren't cost effective; they die too quickly to normal shooting and assault.
The first game was my normal 1500 pt mechanized death skulls trukk list against IG. The second was a smaller 1000 point game with my orks against a dark eldar wyche cult.
Overall, I think that 6th edition has actually buffed the majority of my ork army. The fact that my trukks and battlewagon can move 12 inches in the movement phase and then the occupants can snap fire in the shooting phase has lead to a drastic increase in the army's firepower, while really having no effect on mobility. In fact, with the wagon being able to keep up with the trukks in movement, it's actually sped the army up somewhat.
Granted, since I run shootas in my trukks, I don't exactly run a standard ork list. I would not be surprised to start seeing more trukk or wagon lists with shootas instead of sluggas, especially with the changes to furious charge meaning orks pretty much always go last against everyone in assault. Snap fire really has a very minimal effect on ork shooting.
The major downside that I've seen so far is my nob squad. The loss of would allocation and the nerf to feel no pain has really hurt their longevity in games. Given that my typical nobs under 5th ranged from 31 to 56 points each (depending on wargear), I'm beginning to feel that they simply aren't cost effective; they die too quickly to normal shooting and assault.
Thursday, June 7, 2012
Custom Fighta-Bomba using the new ork bomma kit
Anyways, after comparing what each variant's current capabilities are against the rokkit buggies and bikers that currently fill the fast attack slots in my speed freaks army, I decided that I would probably only use the dakkajet /blitza-bomber / burna-bomber in an apocalypse setting. That immediately introduced a new delimma. These models are technically skimmers, but apocalypse allows flyers. Well, this then led me to consider building the kit as a stand-in for the Forgeworld Fighta-Bomba from the apocalypse rulebook.
So, without further ado...
Say hello to my custom fighta-bomba. As you can see, the model is armed with 4 wing-mounted big shootas and a turret-mounted twin-linked big shoota. In addition, I'll be using the burna rokkits to represent the basic bomb load (apoc barrage 8) of the fighta-bomba, and the two blitza-bombs as the burna-bombs option (hellstorm template).
Granted, this configuration doesn't match any of the three variants found in white dwarf. However, given it will be an apocalypse game only model for me, I don't see it as a great disadvantage.
Sunday, May 27, 2012
Summer Escalation League
So, my local gaming store is running a 40k escalation league this summer. It starts at 500 points and increases by 250 points every two weeks until we get to 1500.
I'm still somewhat undecided whether not I want to run my mechanized orks (deff skulls), or a foot eldar list.
Anyways, here are the two lists I'm thinking of for the first two weeks.
********ORKS***************
500 Pts - Codex: Orks Roster
HQ: Big Mek (1#, 85 pts)
1 Big Mek, 85 pts ((C:Orks, pp. 34 & 97); Unit Type: Infantry; Mek's Tools; Kustom Force Field; Choppa; Furious Charge; Independent Character; Mob Rule; Waaagh!)
Troops: Boyz (12#, 161 pts)
10 Boyz, 161 pts ((C:Orks, pp. 40 & 100); Unit Type: Infantry; Shootas; Big Shoota x1; Furious Charge; Mob Rule; Waaagh!)
1 Boyz Nob ((C:Orks, pp. 40 & 100); Unit Type: Infantry; Bosspole; Slugga; Power Klaw; Furious Charge; Mob Rule; Waaagh!)
1 Trukk ((C:Orks, pp. 41 & 100); Unit Type: Vehicle (Fast, Open-topped); Transport Capacity: 12 models; Boarding Plank; Reinforced Ram; Rokkit Launcha; Ramshackle)
Troops: Boyz (13#, 167 pts)
11 Boyz, 167 pts ((C:Orks, pp. 40 & 100); Unit Type: Infantry; Shootas; Big Shoota x1; Furious Charge; Mob Rule; Waaagh!)
1 Boyz Nob ((C:Orks, pp. 40 & 100); Unit Type: Infantry; Bosspole; Slugga; Power Klaw; Furious Charge; Mob Rule; Waaagh!)
1 Trukk ((C:Orks, pp. 41 & 100); Unit Type: Vehicle (Fast, Open-topped); Transport Capacity: 12 models; Boarding Plank; Reinforced Ram; Rokkit Launcha; Ramshackle)
Fast Attack: Warbikers (3#, 75 pts)
3 Warbikers, 75 pts ((C:Orks, pp. 46 & 101); Unit Type: Bikes; Warbike; Choppa & Slugga; Dakkagun; Exhaust Cloud; Furious Charge; Mob Rule)
******************************
*********Eldar******************
500 Pts - Eldar Roster
Troops: Wraithguard (11#, 396 pts)
10 Wraithguard, 396 pts ((pp.46 & 62 Eldar); Fearless; Wraithsight; Wraithcannon x10)
1 Spiritseer (Warlock) ((p.27-28 & p.60 Eldar); Psyker; Conceal ; Fleet; Spiritseer Upgrade; Rune Armour; Shuriken Pistol; Witchblade)
Troops: Guardians (10#, 95 pts)
10 Guardians, 95 pts ((p.39 & p.64 Eldar); Fleet; Shuriken Catapult x10)
1 Weapon Platform (Scatter Laser)
*******************************
Now, the rules for the league state that at 500 points you are not required to have the traditional 2 troops and 1 hq required by the standard force organization chart, but you can't add any other units until you meet that requirement. Therefore the eldar list for 500 points only contains two troop units with no HQ.
I'm still somewhat undecided whether not I want to run my mechanized orks (deff skulls), or a foot eldar list.
Anyways, here are the two lists I'm thinking of for the first two weeks.
********ORKS***************
500 Pts - Codex: Orks Roster
HQ: Big Mek (1#, 85 pts)
1 Big Mek, 85 pts ((C:Orks, pp. 34 & 97); Unit Type: Infantry; Mek's Tools; Kustom Force Field; Choppa; Furious Charge; Independent Character; Mob Rule; Waaagh!)
Troops: Boyz (12#, 161 pts)
10 Boyz, 161 pts ((C:Orks, pp. 40 & 100); Unit Type: Infantry; Shootas; Big Shoota x1; Furious Charge; Mob Rule; Waaagh!)
1 Boyz Nob ((C:Orks, pp. 40 & 100); Unit Type: Infantry; Bosspole; Slugga; Power Klaw; Furious Charge; Mob Rule; Waaagh!)
1 Trukk ((C:Orks, pp. 41 & 100); Unit Type: Vehicle (Fast, Open-topped); Transport Capacity: 12 models; Boarding Plank; Reinforced Ram; Rokkit Launcha; Ramshackle)
Troops: Boyz (13#, 167 pts)
11 Boyz, 167 pts ((C:Orks, pp. 40 & 100); Unit Type: Infantry; Shootas; Big Shoota x1; Furious Charge; Mob Rule; Waaagh!)
1 Boyz Nob ((C:Orks, pp. 40 & 100); Unit Type: Infantry; Bosspole; Slugga; Power Klaw; Furious Charge; Mob Rule; Waaagh!)
1 Trukk ((C:Orks, pp. 41 & 100); Unit Type: Vehicle (Fast, Open-topped); Transport Capacity: 12 models; Boarding Plank; Reinforced Ram; Rokkit Launcha; Ramshackle)
Fast Attack: Warbikers (3#, 75 pts)
3 Warbikers, 75 pts ((C:Orks, pp. 46 & 101); Unit Type: Bikes; Warbike; Choppa & Slugga; Dakkagun; Exhaust Cloud; Furious Charge; Mob Rule)
******************************
*********Eldar******************
500 Pts - Eldar Roster
Troops: Wraithguard (11#, 396 pts)
10 Wraithguard, 396 pts ((pp.46 & 62 Eldar); Fearless; Wraithsight; Wraithcannon x10)
1 Spiritseer (Warlock) ((p.27-28 & p.60 Eldar); Psyker; Conceal ; Fleet; Spiritseer Upgrade; Rune Armour; Shuriken Pistol; Witchblade)
Troops: Guardians (10#, 95 pts)
10 Guardians, 95 pts ((p.39 & p.64 Eldar); Fleet; Shuriken Catapult x10)
1 Weapon Platform (Scatter Laser)
*******************************
Now, the rules for the league state that at 500 points you are not required to have the traditional 2 troops and 1 hq required by the standard force organization chart, but you can't add any other units until you meet that requirement. Therefore the eldar list for 500 points only contains two troop units with no HQ.
Thursday, May 17, 2012
After several months of playing mostly fully mechanized eldar, I've started toying around with "footdar" lists. I got a game in at Four Horsemen Comics and Gaming. It was a 2000 point game and I fielded the following:
HQ:
Eldrad with a 5-man seer council (3 destructor, 1 embolden and 1 enhance warlocks)
Avatar
Elite:
2 x 6-man Fire Dragons (including exarch with crack shot and fire pike)
8 Harlequins (2 x melta pistols, 5 x kisses, shadowseer, death jester, troupe leader w/power weapon)
Troops:
2 x 10-man guardian defenders (scatter laser and warlock w/conceal)
10 dire avengers (exarch w/power weapon, shimmershield, bladestorm)
10 dire avengers (exarch w/dire sword, bladestorm)
Heavy:
3 x War Walkers (eldar missile launchers and scatter lasers)
WraithLord with 2 flamers, bright lance and starcannon
My opponent had (roughly)
HQ:
Company Command Squad (with orbital strike)
Elite:
6 Ogryn in a vendetta w/tl lascannons
Troops:
3 x 10-man veteran squads w/chimera (heavy flamers)
Fast:
Devil Dog Squad (2)
Heavy:
Basic Russ
Vanquisher (multi-melta sponsons, lascannon, pask)
We rolled up annihilation with spearhead deployment.
For those who are familiar with the four horsemen store in Morgantown, we played on the cityfight table. The guard player won the roll for deployment zones and elected to go first. He deployed in the corner furthest away from a canal that runs diagonally through the board. My deployment zone basically bordered the canal opposite of his deployment.
Given that it was not an objective based scenario, I was able to deploy my guardians and avengers in cover, as well as stringing the harlequins out between the two ruins at the canal edge. behind this front line were my avatar, seer council, war walkers and fire dragons. Given the scenario and the terrain, I elected to take a defensive position and let my opponent's armor come to me.
Most of the game we traded fire as the chimeras and devil dogs advanced upon my lines in order to bring their flamers in range. The vendetta-mounted ogryn outflanked in turn two and managed to kill 5 of the 6 fire dragons in one of my squads. In the ensuing turn, a squad of avengers bladestormed the ogryn and killed all but one, who promptly turn and fled. my remaining fire dragons, war walkers and wraithlord then turned their weapons on the vendetta and destroyed all of its weapons and immobilized it. the following turn, my lone fire dragon finished it off.
In turn 4 I ran the harlequins across the canal and assaulted the last devil dog. It blew up in my face, killing two harlequins. The rest of the squad were then gunned down by the combined fire of two veteran squads and their transports.
By the end of turn 5 (when the game ended), the final tally was 5 kill points for the eldar and 1 kill point for the imperial guard.
Overall, I was please with the performance of the foot eldar list. Having said that, my opponent was having a pretty bad time with cover saves and ordnance scatter rolls. In addition, the scenario and terrain really allowed me to dig in and focus my fire along the 2-3 choke points that his army had to pass through to get to me. With a slight change in luck of the roll, and a different terrain layout, it could easily have gone the other way.
HQ:
Eldrad with a 5-man seer council (3 destructor, 1 embolden and 1 enhance warlocks)
Avatar
Elite:
2 x 6-man Fire Dragons (including exarch with crack shot and fire pike)
8 Harlequins (2 x melta pistols, 5 x kisses, shadowseer, death jester, troupe leader w/power weapon)
Troops:
2 x 10-man guardian defenders (scatter laser and warlock w/conceal)
10 dire avengers (exarch w/power weapon, shimmershield, bladestorm)
10 dire avengers (exarch w/dire sword, bladestorm)
Heavy:
3 x War Walkers (eldar missile launchers and scatter lasers)
WraithLord with 2 flamers, bright lance and starcannon
My opponent had (roughly)
HQ:
Company Command Squad (with orbital strike)
Elite:
6 Ogryn in a vendetta w/tl lascannons
Troops:
3 x 10-man veteran squads w/chimera (heavy flamers)
Fast:
Devil Dog Squad (2)
Heavy:
Basic Russ
Vanquisher (multi-melta sponsons, lascannon, pask)
We rolled up annihilation with spearhead deployment.
For those who are familiar with the four horsemen store in Morgantown, we played on the cityfight table. The guard player won the roll for deployment zones and elected to go first. He deployed in the corner furthest away from a canal that runs diagonally through the board. My deployment zone basically bordered the canal opposite of his deployment.
Given that it was not an objective based scenario, I was able to deploy my guardians and avengers in cover, as well as stringing the harlequins out between the two ruins at the canal edge. behind this front line were my avatar, seer council, war walkers and fire dragons. Given the scenario and the terrain, I elected to take a defensive position and let my opponent's armor come to me.
Most of the game we traded fire as the chimeras and devil dogs advanced upon my lines in order to bring their flamers in range. The vendetta-mounted ogryn outflanked in turn two and managed to kill 5 of the 6 fire dragons in one of my squads. In the ensuing turn, a squad of avengers bladestormed the ogryn and killed all but one, who promptly turn and fled. my remaining fire dragons, war walkers and wraithlord then turned their weapons on the vendetta and destroyed all of its weapons and immobilized it. the following turn, my lone fire dragon finished it off.
In turn 4 I ran the harlequins across the canal and assaulted the last devil dog. It blew up in my face, killing two harlequins. The rest of the squad were then gunned down by the combined fire of two veteran squads and their transports.
By the end of turn 5 (when the game ended), the final tally was 5 kill points for the eldar and 1 kill point for the imperial guard.
Overall, I was please with the performance of the foot eldar list. Having said that, my opponent was having a pretty bad time with cover saves and ordnance scatter rolls. In addition, the scenario and terrain really allowed me to dig in and focus my fire along the 2-3 choke points that his army had to pass through to get to me. With a slight change in luck of the roll, and a different terrain layout, it could easily have gone the other way.
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