Honestly very few opponents will be able to stop 11 power dice, 4 potential power of darkness for more, and a bound steed of shadows. I pesonally have used just the SS w/black staff and Sorceress with tome to devastating effect even against armies that have what should be plenty of dispel dice. If they take units, items, and characters needed to actually stop that amount of PD, then there really isn't any need for units with punch, because the opponent spent his points on things that aren't hard to kill. (daemon Pink Horror spam excluded of course).
There is a legitimate issue with shooting if you don't get chillwind or word of pain off though, DE do not like shooting much, and low model count just makes that a bit worse. Luckily DE can usually out shoot most armies (even ones that specialize in shooting ironically). This list has up to 24 S 4 -2 armor shots (or 4 S6 no armor d3 wounds), 20 BS 5 S3 Ap shots scouting, 3 BS hits on 2s always S T+2, 3 hits on 2s S4, and 30 BS 4 S3 AP shots on fast cav. Counter battery should not be an issue I would hope.
With a list like this, miscasts are going to happen every game, so that is probably a sizable concern. That is of course mitigated by the fact that irresistible force happens just as often.
OP:
Hope to here about how well you did or didn't do at the event. The one thing I don't really like about the list is the CC assassin, I would have gone with a defensive but cheap master to serve as a general over the much more obvious target of the SS. It might not seen that important, but the 100 points added on to the 400 she costs means that if your opponent kills her, that is 1/4 of your starting points in VP your opponent just grabbed. A defensive master on cold one can usually be where his LD is needed, can add to a combat if victory is possible, and doesn't give up nearly as man VP if killed.
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