darefsky wrote:How about something like this
HQ - Farseer, jetbike, fortune, runes of witness (with the Council)
HQ - Farseer, fortune, runes of witness (rides with the Firedragons)
4x Warlocks on Jetbikes
5X Fire Dragons in Wave Serpent with Star Engines, Spirit Stones and TL ML)
5x Dire Avengers in WS (stones and TL ML)
5x Dire Avengers in WS (stones and TL ML)
total of 995pnts
Gives you enough fire power to take out any armor on the table and the speed to capture and contest objectives....
Star engines on the FireDragons WS give its a bit more range to get stuck in with anything nasty that needs to go away.
While I'm all about the double seer council I don't think it's a good idea at this points cost. Personally, I would use the list above with some modifications. I would drop
EMLs cheaper Shuriken Cannons and stones for chin ShuriCannons for one. Rips up most transports and will make those
MEQ take their armor saves. I'd switch out runes of Witnessing for Runes of Warding and give the Locks Embolden, Enhance, and if possible one destructor. With Embolden the Farseer can reroll failed Psychic tests (and is less likely to get perils of the warp than with Runes of Wit), the locks attack before
MEQ and only need 3+ to hit instead of 4+, the Destructor will thin out anything (except Termies obviously) and Warding makes those Tyranids, Grey Knights, and Librarians steam. I say stones can be dropped because a
WS only has a 1/6 chance of being stunned and if so then you've distracted some
AT for one turn, whether you move the tank or not shouldn't detract from the fact that something else in the army will take down that enemy weapon, though I would definitely keep it on the Fire Dragon one. Singing Spears for the Farseers because you don't want them to be in melee anyways so give them an antitank weapon. Farseer can hope to crack a transport so that Council can charge the contents, if not use your charge to surround the tank and decimate it in melee.
996 Points
HQ - Farseer, jetbike, fortune, runes of Warding, Singing Spear (with the Council) 133
HQ - Farseer, fortune, runes of witness, Singing Spear (rides with the Firedragons) 98
4x Warlocks on Jetbikes with one with Enhance, one with Embolden, two plain 200
5X Fire Dragons in Wave Serpent (Star Engines, Spirit Stones and
TL ShuriC) 205
5x Dire Avengers in
WS (
TL EML + underslung ShuriC) 190
5x Dire Avengers in
WS (
TL ShuriC + underslung ShuriC) 170
I know you now only have one long range antitank weapon but it gives you even more power on the seer council and more shots on the other
WS. Also the
EML WS can move 12" and fire both the Plasma missile (a S4 defensive weapon) and ShuriC against infantry. I think it's a pretty nasty list =) tons of anti-tank and anti-Infantry. Fire Dragons can take care of any termies that show up. The other option is not taking the council.
998
HQ - Farseer, fortune, runes of warding, Singing Spear (rides with the Star Engines
WS) 103
5X Fire Dragons in Wave Serpent (Star Engines and
TL ShuriC) 195
5X Fire Dragons in Wave Serpent (Spirit Stones and
TL ShuriC) 190
5X Fire Dragons in Wave Serpent (Spirit Stones and
TL ShuriC) 190
5x Dire Avengers in
WS (
TL ShuriC) 160
5x Dire Avengers in
WS (
TL ShuriC) 160
Hordes you can sit back and get 15
TL S6 shots and outrun them.
MEQ and Mech you can decimate with 15 melta guns in turn 2. Biggest problem would be gunline
IG if they get first turn. Their hydras and Vendettas will make short work of pretty much any Mechdar army. If you know you'll come up against one of those maybe you could drop the Farseer for an Autarch with a Fusion gun and power weapon to throw in the
FD squad (and you'll have 15 points to give another
FD WS Star Engines) and Reserve everything? That's really the only counter that I can think of.
SW Long Fang spam will suck just as much as it would for any other army =/