Monday, November 22, 2010

An army list!



So having built up a sizable force I wanted to test the army (and my skill) at a local tournament! The tournament is for 1850 points so this is the list I have been working on as of late:

HQ: 310

Autarch: Mandiblaster, Laser Lance, Reaper Launcher, Jetbike=155

Autarch: Mandiblaster, Laser Lance, Reaper Launcher, Jetbike=155

Elites: 410

Fire Dragons: 5 man squad=80
Wave Serpent: Twin-Linked Shiruken Cannon, Spirit Stones, Star Engines=125


Fire Dragons: 5 man squad=80
Wave Serpent: Twin-Linked Shiruken Cannon, Spirit Stones, Star Engines=125

Troops: 304

Guardian Jetbikes: 6 Jetbikes, 2 Shiruken Cannons=152

Guardian Jetbikes: 6 Jetbikes, 2 Shiruken Cannons=152

Fast Attack: 420

Vyper Squadron: 2 Vypers with Scatter Laser turret, Shiruken Cannon upgrade=140

Vyper Squadron: 2 Vypers with Scatter Laser turret, Shiruken Cannon upgrade=140

Vyper Squadron: 2 Vypers with Scatter Laser turret, Shiruken Cannon upgrade=140

Heavy Support:405

Night Spinner: Spirit stones=125

Fire Prism: Spirit Stones, Star Engines=140

Fire Prism: Spirit Stones, Star Engines=140

1849 points total.

With this list I hope to give the other player turn 1 so I can reserve everything then come in on my turn 2 with a 2+ (thanks to having 2 autarchs) and strike a crushing blow to his army. This works great in theory as if you can negate 2 enemy turns while giving yourself an alpha strike capability, you are in good shape! This is especially effective against other alpha strike armies or armies that would otherwise be a bad match up.

This is the basic mentality/strategy behind the army list:

-The Autarchs stay with the Guardian Jetbikes to be a mobile light vehicile poping/ infantry harassing unit and I think 2 Shiruken Cannons and a Reaper Launcher are ideal for this. The LD 10 on the Autarchs given to the Guardian Jetbike squad is also pretty key since LD 8 is a bit of a liability! The Autarchs can also detach and assault any would-be threats to my only scoring units. 

-The Firedragons are basically my anti AV 14 or MC firepower and I put them in Wave Serpents with Star Engines to really get them where they need to go. When S6 spam isn't enough, these guys should be!

-The Vypers are amazing fire support, 8 shots at 36" or 14 shots at 24. This is one aspect of my army that does a ton of damage on the turn I come on-I get side armor on vehicles or get into a good firing position against infantry and or other av 10/11 vehicles and blast away! These nearly always survive every game as my army offers too many other high importance targets for an enemy to throw away shots at these guys. The squadron rules and cover save rules make this unit a headache to deal with and every game I usually have them all surviving in one way or another!

-The Night Spinner is a new addition that adds a unique element to the Eldar army. Being able to shoot anywhere on the board and lay down a s6 rending, pinning, barrage large template that causes anything touched to be in difficult and dangerous terrain the next time it moves is very "niche" and can add that extra umph your army needs either in the shooting phase or in regards to enemy movement. This is also great for those people that like to hide artillery or bunch up vehicles together like IG as since it is a s6 rending barrage weapon, it hits side armor and can glance/pen anything with side armor 12 even if the hole is not centered on the vehicle (3+6+d3rending roll)! This is especially nice against Orks or Dark Eldar that want to/need to get in your face as if a vehicle is in difficult terrain it can not go turbo!

-The Fireprisms are standard utlility vehicles. They can hit tanks well enough with their s9/potential s10 shots and are good at taking out meqs and horde armies alike. The star engines are there for end game objective contesting shenanigans! 

So this is the list I am bringing to the tournament and I can't wait to see how it will do!

No comments:

Post a Comment