Storming Storm Guardian
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Hey, first of all welcome!
So, the biggest problem i'm seeing with your list is going to be with objective games, your only scoring unit is your small group of jet bikes. Yes, the rangers are also troops but they're not going to be able to move and get objectives. So your going to need more mobile scoring units.
Next, the harlequins, now what makes the harlequins so good in close combat is the harlequins kisses being rending, and them having so many attacks, other than they they are extremely weak. Luckily you have the shadow seer to keep them protected, but you NEED to give all of your harlequins kisses. The death jester, while occasionally good to pick off a couple enemies, is not necessary. And the fusion pistols are nice to have, but you gotta remember it only has a 6" range, so it depends how you play them. If your going to give them the fusion pistols, then use them to hunt down elites in a transport, they can pop the transport, run over any difficult terrain, and charge whatever's inside.
For the wraithgaurd unit, I'm guessing they're in the wave serpent, (which is best as they can can pop out and kill just about anything). You definitely want to give your warlock conceal over destructor, that would give the whole unit a 5+ cover save at all times, so the unit pretty much has a 5+ invul save.
Now, pathfinders...I personally have never liked pathfinders, they just don't do much damage. But they are good for certain things, if you're planning on using them to take down big units, you won't have too much success. But using them to pick off HQs, and thing like that are what they're best at. But it's almost impossible to kill them with their cover saves, and they can slowly pick away at units. I just don't know if you want 15 of them on the field, because they really just don't do much, other than not die, haha.
I'm not sure where the far seer is going, i'm guessing with one of the pathfinder units, or between both would be best. Guide would be great for the pathfinders, and would improve their success making them more useful units. While doom also is good, it does only have a 24" range. And as your pathfinders will most likely be in the back you may not be able to use doom very much, so you might consider only taking guide to free up some points if necessary.
On the fire prism, this thing has a huge range, so it'll most likely be safe in a corner, not moving around. So taking spirit stones is almost useless, its gonna sit in the corner either way. Now where they would be useful, is if you on the last turn of the game lets say, and your prism gets stunned, then the stones would be useful so you could still move to go contest an objective. Which you may need with you lack of mobility and scoring units.
The wraith lord. you've made this guy for killing low armor units (scatter laser), and space marines mostly (star cannon). this combination doesn't seem very useful to me. If you shoot at a group of irks lets say, you'll get the 6 shots, and kill whatever you wound with, and then of course kill them with the star cannon, but your only getting two shots. If you shoot at marines, you'll maybe kill 2 or 3 with the scatter and whatever you wound with the star cannon. I would go one or the other, not combine them. Or make him anti-tank, as you only have 2 anti-tank weapons, not including the wraith guard.
But really I don't see him doing to much, so you may want to use these points for more jet bikes, troops, or more pathfinders.
So with the jet bikes, you're gonna want to keep them in the back, hidden. You can pop out and shoot the cannon, and then move back in, but thats it. You want to stay there until the end of the game, then turbo boost objectives.
So overall, its not a bad list, you'll tweak thing as you play, but i'll tell you one thing, this will be a difficult list to play, there's a lot that can go wrong and elder are very fragile.
But basically you'll have you harlequins goin for elites, wraith guard going for tough units and tanks. prism dropping templates from the corner. Pathfinders picking off units and HQ's. Wraithlord laying down some extra fire (If you keep him). and jet bikes hiding. then at the end of the game you jet bikes capture an objective, and your prism and serpent rush to contest the others.
Hope this helped
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Guarding Guardian
Southern California
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Question: why are you kitting two wraithlords with completely different and dissimilar weaponry?
This list is slightly better than the first... What you need to do is think about what the purpose is for each of your units. Why did you chose the StarCannon/ ScatterLaser combo on one wraithlord and then Brightlance/ EML for the other? Respectfully, it looks like you just wanted to have one of every weapon... Those two guys will be far more effective in the long run if you take some time to figure out what the best use is for each of those weapons, figure out what it is you want your Wraithlords to do, and then give them both the same two weapons.
Just a suggestion... ShuriCannon/ScatterLaser and maybe EML (blast pinning) for anti infantry. Brightlance and EML (ap2) for anti armor. StarCannon is probably a waste of time, energy, and precious points.
I personally don't think that Pathfinders are a bad choice for troops considering the alternatives although others will surely disagree. If I were you, go ahead with those jetbikers, 1) so you can be more competitive when playing objective based games, and 2) because you can take more for the price. Alternatively, because you can include warlocks. Use the Pathfinders when you feel the need for long range pinning/rending. Use the jetbikers when you might require more manuverability. Remember a deep striking flamer can laugh at your 2+ cover save all day and twice on Sunday's.
I'm also picking up that you really want to use Wraithguard in this army. An interesting choice so long as you understand you won't be doing much from any kind of range. They're deadly up close but most people (read: opponents) will ignore/avoid them since they're so slow and have such short range. Tough as nails though if you use them right. However if you want this army to be competitive, you should look into including some faster/longer ranged units. Consider the DAVU, Walkers, or if your regular opponents/local gaming location allows it, Hornets (I personally think point for point, these are top five in "best unit evar" class).
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