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#1 (permalink) | |
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Shas'La
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Alright, so the way I created this list is to a few units sitting back while everything else moves forward to smash into the front lines of my enemies and take the objectives. The HQ options are all used for added strength in my units that run forward. I take a lot of Eldar missile launchers as they are versatile in in hunting armour and infantry.
And now for the list... HQ: 330 Autarch With this army needing Close Combat support with it's troops, an Autarch set up this way (IMHO) is probably best. The Power weapon with the Shuriken pistol, and the Mandiblasters will give him 6 attacks on the charge, and the Plasma grenades will allow him to strike at initiative at units in cover. Joining the squad of Storm Guardians, he will benefit from the Enhance power from the Warlock. Wargear: -Shuriken pistol -Plasma grenades -Haywire grenades -Forceshield -Mandiblasters -Power weapon -Fusion gun Unit Points: 100 Phoenix Lord: Asurmen Phoenix Lords are very hard to kill and help the Aspect they are from. With having both Exarch powers for Dire Avengers, he's going to join the squad of Dire Avengers in their Wave Serpent to add to the fire power they can dish out and add to their survivability. Wargear: -Wrist-mounted Avenger shuriken catapults -Sword of Asur Unit Points: 230 Troops: 673 Dire Avengers With the amazing amount of fire that can be dished out with Dire Avengers, they make excellent objective takers, even more so with the Exarch taking twin Avenger shuriken catapults. The only reason the Exarch isn't taking the powers is that Asurmen is to be joining them and Exarch powers don't stack. The Wave Serpent will bring them in close to the enemy to empty their clips and then load back up to take care of things else where, take them away from harm, or they will stay on the ground to hold the objective. Unit Size: 10 -9 Dire Avengers and Exarch Wargear: -Avenger shuriken catapult -Two Shuriken catapults (Exarch) Wave Serpent Wargear: -Twin-linked Shuriken catapult -Twin-linked Eldar missile launcher -Star engines -Spirit stones Unit Points: 282 Rangers This is my "Home base" objective holder. With the Pathfinder special rule and the Ranger long rifle, they can survive a lot of incoming fire and dish out pinning shots. Unit Size: 6 -6 Pathfinders Wargear: -Ranger long rifle -Shuriken pistol Unit Points: 144 Storm Guardians This unit is to take objectives from squishy targets. Now, granted with most opponent troop choices not being as squishy as most would like (And granted, who wants a squishy unit?), the Warlock is to make them faster and better at hitting. With the aid of the special weapons they can take, it should also soften their target up. The Wave Serpent allowing them to move across the field quickly without taking many casualties. Unit Size: 11 -10 Storm Guardians and 1 Warlock Wargear: -Shuriken pistol -Close combat weapon -Rune armour (Warlock) -Witchblade (Warlock) -Fusion gun -Flamer -Enhance (Warlock) Wave Serpent Wargear: -Twin-linked Shuriken catapult -Twin-linked Eldar missile launcher -Spirit stones Unit Points: 262 Elite: 107 Howling Banchees This is to be used as an anti-assault squad. Riding in the Falcon will allow them to get across the field quickly and (Relatively) safely. Unit Size: 5 -4 Howling Banshees and Exarch Wargear: -Banshee mask -Shuriken pistol -Power weapon -Triskele (Exarch) -War shout (Exarch) -Acrobatic (Exarch) Unit Points: 107 Fast: 173 Swooping Hawks Whether they start on the table or start off the table, their job is to hunt infantry and assault tanks. They aren't meant to get into close combat with other units (Which is why the Exarch as a pinning weapon) and take Skyleap to escape Close Combat encounters. Unit Size: 6 -5 Swooping Hawks and Exarch Wargear: -Lasblaster -Plasma grenades -Haywire grenades -Swooping Hawk grenade pack -Sunrifle (Exarch) -Skyleap (Exarch) -Intercept (Exarch) Unit Points: 173 Heavy: 422 Dark Reapers The Dark Reapers are to hold back and add fire to aid the Pathfinders in defending their objective. Unit Size: 5 -4 Dark Reapers and Exarch Wargear: -Reaper launcher -Tempest launcher (Exarch) -Fast shot (Exarch) Unit Points: 227 Falcon This is to serve as a transport for the Howling Banshees and forward support for advancing tanks/troops. Wargear: -Twin-linked Shuriken catapults -Pulse laser -Eldar missile launcher -Holo-fields -Spirit stones Unit Points: 180 Fire Prism This is to hold back and take out small units of high armoured troops with it's focused fire or hoards of with it's dispersed. Wargear: -Twin-linked Shuriken catapults -Prism cannon -Holo-fields -Spirit stones Unit Points: 160 Thanks for looking this over. Any and all constructed criticism would be appreciated.
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"Our suits make us look bad-ass, and you know it!" -XV-15, Dawn of War: Winter Assault mod Quote:
(0.o) please copy and paste this into your sig and '(__)' help him achieve world domination. |
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#2 (permalink) | ||||
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Shas'Vre
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Howdy,
I'm going to admit from the start that I generally don't play too many high point games right now, and generally prefer to keep it around the 1k mark myself. However, I do see a couple of things that could be changed around a bit to benefit you and in the end make your army altogether a bit more powerful and effective. The first bit that I instantly have trouble with is the Phoenix Lord. You did pick the "right" aspect in a sense, because yes he is with a unit of Dire Avengers, but there is only a single unit of them and really you aren't making your points worth back with him as compared to what you could be doing with a normal exarch, you're basically just paying 230 points for a 15 point power and a couple of extra shots, I guess an extra bit of panic if he gets close if you were willing to get that picky with it. In my opinion, tossing out Asurmen and giving your Exarch Bladestorm would do the most in the long run, and with those extra points you could put up a Farseer on a Jetbike with whichever powers you decide that you would be wanting, and you would still have a lot of points left over to mess around with on your list. On your Autarch I'm also seeing a little bit of a conflicting purpose, and that ties in with your Storm Guardian squad. The Autarch will only be able to use the pistol or the Fusion gun once per turn, remember, so I would suggest that you make a choice between getting rid of it or not. I believe that more often than not if you are in assault range then that extra shot won't really matter, and seeing as you're going after infantry instead of Tanks I would suggest that you either drop the other Fusion gun or replace it with another Flamer, so you will be in a singular purpose with the unit. So basically, converting to Flamers and dropping the Fusion Gun on the Autarch is all I see to do here. Although I would drop the Star Engines on all of your vehicles as well, saving you a few points to put forward to something. [hr] Now here is where things start to get more than a little bit tricky. The Dark Reapers are a good all around unit and they make Marines quake in their oversized boots. However, as your list is built (even with my modifications) they are kind of by themselves for the most part, and being rather immobile they could turn out to be a problem for a rather mobile army likes yours is. I would suggest either some extra sort of unit to help hold the rear-lines, like a 10 man Guardian squad with a Scatter Laser platform, or just something that looks kind of scary so that the enemy will go after them. Alternatively, you could just drop the Reapers and go for another mounted unit of Dire Avengers (one of my personal favorites) and use the remaining points to either strengthen the Pathfinder unit or split that into two units of normal Rangers at about the same size. Whatever you do is totally up to you, and I know my own biases have formed what I've said here, but just look and find out what you're trying to achieve here and then streamline your force into that role. Good Luck, hope this helped.
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#3 (permalink) |
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Shas'El
![]() ![]() ![]() ![]() ![]() Join Date: Apr 2007
Location: Australia
Posts: 2,636
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The only comment I will make is the fact it isn't very Yme-Loc-ish. They use lots of titans.... so where are the warwalkers? Or wraithguard? or wraithlords? Just me....
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#4 (permalink) | ||
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Shas'La
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And looking back now I guess the Phoenix Lord is a bit much (I'm thinking a Farseer with Fortune/Guide and Doom with the Dire Avengers would be better now), which should free up a good chunk of points. Also, dropping the Dark Reapers will also free up more points and should leave me free to add a unit of War Walkers or a Wraithlord. The Autarch is going to stay as he is. He'll start with the Storm Guardians, but if need be, he can run out fo the tank all Lee-Roy-Jankens-Style to hunt a tank or a Dreadnought that may wander too close. And as for the Fusion gun with the Storm Guardians... I'm not sure if I want to drop it or not. Yes, the S8 is scary, and yes the flamer is meant to soften up a unit before charging in to take the objective, but it comes down to Target-of-Opportunity. Just like the Autarch, if there's armour that needs to be melted, he can try. And so the revised list... HQ: 230 Autarch Wargear: -Shuriken pistol -Plasma grenades -Haywire grenades -Forceshield -Mandiblasters -Power weapon -Fusion gun Unit Points: 100 Farseer Wargear: -Shuriken pistol -Witchblade -Ghosthelm -Rune armour -Spirit stones -Doom -Fortune Unit Points: 130 Troops: 654 Dire Avengers Unit Size: 10 -9 Dire Avengers and Exarch Wargear: -Avenger shuriken catapult -Two Shuriken catapults (Exarch) -Defend -Bladestorm Wave Serpent Wargear: -Twin-linked Shuriken catapult -Twin-linked Eldar missile launcher -Spirit stones Unit Points: 297 Rangers Unit Size: 5 -5 Rangers Wargear: -Ranger long rifle -Shuriken pistol Unit Points: 95 Storm Guardians Unit Size: 11 -10 Storm Guardians and 1 Warlock Wargear: -Shuriken pistol -Close combat weapon -Rune armour (Warlock) -Witchblade (Warlock) -Fusion gun -Flamer -Enhance (Warlock) Wave Serpent Wargear: -Twin-linked Shuriken catapult -Twin-linked Eldar missile launcher -Spirit stones Unit Points: 262 Elite: 298 Wraithguard Unit Size: 5 -4 Wraithguard and Spiritseer Wargear: -Wraithcannon -Shuriken pistol (Warlock) -Witchblade (Warlock) -Rune armour (Warlock) -Conceal (Warlock) Unit Points: 186 Howling Banshees Unit Size: 5 -4 Howling Banshees and Exarch Wargear: -Banshee mask -Shuriken pistol -Power weapon -Mirrorswords (Exarch) -War shout (Exarch) -Acrobatic (Exarch) Unit Points: 112 Fast: 173 Swooping Hawks Unit Size: 6 -5 Swooping Hawks and Exarch Wargear: -Lasblaster -Plasma grenades -Haywire grenades -Swooping Hawk grenade pack -Sunrifle (Exarch) -Skyleap (Exarch) -Intercept (Exarch) Unit Points: 173 Heavy: 422 Wraithlord Wargear: -Shuriken catapult -Flamer -Bright lance -Eldar missile launcher Unit Points: 155 Falcon Wargear: -Twin-linked Shuriken catapults -Pulse laser -Eldar missile launcher -Holo-fields -Spirit stones Unit Points: 180 Fire Prism Wargear: -Twin-linked Shuriken catapults -Prism cannon -Holo-fields -Spirit stones Unit Points: 160
__________________
"Our suits make us look bad-ass, and you know it!" -XV-15, Dawn of War: Winter Assault mod Quote:
(0.o) please copy and paste this into your sig and '(__)' help him achieve world domination. |
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#5 (permalink) | |||||
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Shas'Vre
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If I were to toss in some War Walkers though, I would personally go with the dual scatter laser walkers, hooray for 8 shots each!
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