eldar_lenn wrote:
so this is his list:
Farseer --- Runes of Witnessing, Spirit stones, Doom, Guide = 125
Guardians --- x10, EML = 100
Dire Avengers --- x10, Exarch, Twin catapults, Bladestorm = 152
Wave Serpent --- TL-SC, Spirit stones = 110
Fire Dragons --- x5 = 80
Wave Serpent --- TL-SC, spirit stones = 110
War Walker --- x3, SL x6 = 180
Warp Spiders --- x5, Exarch, death spinner, Withdraw = 142
Total = 999
I would drop the Warp Spiders, drop the Farseer down to having just Guide and Runes of Warding, swap the
EML on your Guardians to a Scatter Laser, and use the extra points to throw a unit of Striking Scorpions in. The list would look like this:
Farseer (Guide, Runes of Warding, Singing Spear) - 90
5 Fire Dragons - 80
Wave Serpent (
TL Shuriken Cannon, Spirit Stones) - 110
9 Striking Scorpions (Exarch, Scorpions Claw, Biting Blade, Stalker) - 181
10 Guardians (Scatter Laser Platform) - 95
10 Dire Avengers (Exarch, Twin Catapults, Bladestorm) - 152
Wave Serpent (
TL Shuriken Cannon, Spirit Stones) - 110
3 War Walkers (6x Scatter Lasers) - 180
Total 998
My reasoning is this. Spending so many points on your
HQ at such a low points level can really cut into your body count and overall firepower. I would not take two powers on your Farseer below 1,500 points. Additionally, Runes of Witnessing actually INCREASE your chances of getting a Perils of the Warp attack (I can do the math if you must see it, but it's been done several times). Runes of Warding are a much better choice since they are the single most effective psychic defense in the game. With the over-abundance of Rune Priests and Fear of the Darkness Blood Angels lists, taking some form of psychic defense is a prudent choice. Of the powers that you took, Guide will benefit you the most since you are taking War Walkers who really need it to be effective. Doom would be a great choice as a second power at a higher points level.
Your list completely lacks melee capabilities, and Striking Scorpions make an excellent counter-assault unit. In addition they are extremely effective against Imperial Guard gunlines and other horde lists like Tyranids and orks. They can support your Guardians while holding your home objective or move up through cover to attack static shooting units. They will be far more effective in this list than Warp Spiders who are extremely expensive for what they do. I had an extra few points left over so I gave the Exarch a Biting Blade as well as the Scorpions Claw, which allows you to use the fist against
MEQ's or attack at a higher initiative against targets with lower armor saves.
The Scatter laser is a much better choice for Guardians than the
EML. Their low
BS makes the scatters unpredictable when firing Plasma Missiles, and unreliable when firing a Krak Missile as anti-tank. 4 shots at strength 6 helps make up for this, and can be used as anti-infantry and to harass opponents light vehicles (Land Speeders, Rhinos, etc...). It's also 5 points cheaper.
Other than the single unit switch all I've done is re-organize your points a bit and make some weapon swaps. As always this is just how I would build the list so feel free to use what you want (if anything) and scrap what you don't. Hope that helps!