Dr. Serling wrote:Farseers are good, but where is yours going to go? If you sit in the serpent with guardians, you can't cast powers on your units. The only option is rangers but 5 rangers are not exactly hard to kill. Consider getting a jetbike and some jetbikes to go with(Eldar or dark eldar). Dark eldar jetbikes don't score, but benefit from the dukes dual drug roll, and can attack on the turbo boost. Eldar jetbikes are a bit tougher and score, choose accordingly. You could also take jetbike+mantle of the laughing god. Another alternative is a 20 man guardian blob, or even a support weapon team. You want the seer somewhere durable enough that they can survive 2-3 turns.
Put holofields on all your eldar skimmers. Prisms don't really need chin cannons and work best when kiting long range. I am not a fan of the scatter lance walker combo. Either dual lance, dual scatter, scatter+star, or even scatter+shuri.
The duke is good, and I would take em with the kabbies. Remember if you deep strike, your going to be snap shooting though. Night shields are a must, flickerfields are worth considering if you have points.
Unless you run the duke with the trueborn, take blasters here for anti tank. Your list has a decent balance of both as is, but a bit of extra
AT always helps.
Consider adding a ravager. With the duke, you can deep strike and fire all guns, plus they make excellent targets for guide/prescience.
Ahhh excellent spoting!
Hmm well I was wanting the farseer in a central position if hes on foot, so il be able to cast on my fellow
DE come later turns, but I see what you mean about how i will initially be losing his benefit if hes in the serpent. il consider the mantle and jetbike, as I can then push him into cover. Although hes then vunerable :/ Perhaps a footslogging blob, as by the time I
DS he'll be much further central.
Ok, il drop the chin cannons, with the warwalkers I was looking at some mathhammer for them and as far as I could tell they seem pretty decent. Although if I drop 1 from the sqadron I could then bring that ravager.
Id then run both walkers with dual lances, to keep my Anti-tank up.
Are you sure about the
DS shooting being snap? As with the duke I am actually able to disembark after the
DS, so if I did I would be shooting assault weapons. If I put the duke with the kabbies
id probably keep the trueborn as Anti-infantry (now that i'd bring a ravager). Although, the blasterborn would be a good addition. il have a play around.
The reavers, how would you suggest I run them? Im thinking squad of 6, so I can make use of the double caltrops and 2 heatlances? Now it seems like
id be very anti-tank heavy. Maybe leave that and keep them for the bladevane movements. The combat drugs options
imo dont massively benefit the reavers, as I always thought keeping them out of combat was more useful (although a charge onto a softened up unit could be nice, especially if I get roll re-rolls to saves from drugs with a pain token, so
FNP).