Now that I've done a whole month's worth of Dark Angels gaming, I'm taking a step back towards my Eldar army. I have several new units to try out, and it looks like it's going to be a fun ride. I ordered some conversion kits from Chapterhouse Studios a while back, and the models just came in this weekend. I now have the stuff to build up a farseer and 12 warlocks on jetbikes without having to carve up a bunch of metal, and for a little less than the normal price. Double-win in my book. I also have a couple of Fire Prism/Night Spinner kits I'm working on. I've got one magnetized, and will be working on the second one soon. The following is a list I've developed to get the most out of these models:
HQ:
175 Farseer
- Doom
- Fortune
- Runes of Warding
- Jetbike
140 Autarch
- Fusion Gun
- Lance
- Mandiblasters
- Jetike
316 Seer Council
- 6 Warlocks
- 2 Spears
- 2 Destructor
- Embolden
- Enhance
Troops:
205 Black Guardians
- 5 Dire Avengers
- Wave Serpent
- Twin-Linked Bright Lance
- Shuriken Cannon
205 Black Guardians
- 5 Dire Avengers
- Wave Serpent
- Twin-Linked Bright Lance
- Shuriken Cannon
129 Guardian Jetbikes
- 3 Guardians
- 1 Shuriken Cannon
- Warlock
- Singing Spear
- Embolden
129 Guardian Jetbikes
- 3 Guardians
- 1 Shuriken Cannon
- Warlock
- Singing Spear
- Embolden
Elite:
225 Fire Dragons
- 5 Fire Dragons
- Wave Serpent
- Twin-Linked Bright Lance
- Shuriken Cannon
225 Fire Dragons
- 5 Fire Dragons
- Wave Serpent
- Twin-Linked Bright Lance
- Shuriken Cannon
Heavy Support:
125 Night Spinner
- Shuriken Cannon
125 Night Spinner
- Shuriken Cannon
Total: 1999
The basic plan is to use the Night Spinners to hinder enemy movement, causing some elements of the opponent's army to fall out of line. Either he stays still and I get to annoy him at range, or he spreads out his mobile units giving me a unit or two to isolate and eliminate.
All the units in the list have some measure of ability to deal with armor, though the night spinners are there to immobilize vehicles and tie up foot sloggers. I will miss my double-bladestorm DA squads, but I think more troops is better here. The Autarch allows me to reserve everything when needed and still get most of my force working when I start rolling to come in. He also makes the seer council deadly in close combat and not just a nuissance. With an initiative and weaponskill of 7, there aren't many models in the game that he's afraid of in close combat.
Critique and general idea bouncing are all appreciated. This list is still in its infancy, but I hope to get a test game in this evening.
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