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Made in us
Been Around the Block




Geared slightly towards tournaments, but it's more or less an all-rounders.
I really like the idea of Karandras leading a force, but I am mulling other options (Autarch or something).

Karandras - 215
 8 Scorps, exarch w/claw, both powers - 180
 8 Scorps, as above - 180

10 Dire Avengers, exarch, p.weap & shimmer, bladestorm - 162
Serpent w/B.lances - 135
10 Dire Avengers, exarch, d.sword, bladestorm - 157
Serpent w/B.lances - 135

6 W. Spiders, Exarch with both powers... unsure of equipment... probably the twin spinners and blades - 184 if my math is correct
6 Hawks, exarch with both powers, p.weapon - 178
2x Fire Prisms with stones/holo - 320

Overall tactics - 
Karandras picks a unit of scorpions and stays with them, assign them if necessary.  Prisms will bank off each other against MEQ targets and separate if against GEQ targets. Serpents are just taxis for the DAs with a little bit of a bite to hopefully take out enemy vehicles and just generally get in the way.
If against an assaulty army, I'll let the opponent come to me, then envelope with DA's while the skimmers take shots at stragglers, other vehicles and isolate assaulters.
If against a shooty army, the DA rush forward to tie up as many as they can while the scorps come out of hiding to rush other positions. Spiders and Hawks fly around and do what they do best in either case... get to where they need to and get in some pot-shots, either anti-tank or some moderate anti-infantry. Prisms hang back and shoot towards any flanking threat they see moving towards DA/scorp fight, rush forward to claim objectives.
 
Thats 53 total models. quite a bit of close range fire support, and some anti-tank support (hawks, scorp's claws, b.lances, fire prisms and in a pinch, spiders with rear-shots). 4 tanks, 12 fairly fast models, up to 3 light anti-infantry templates. The goal is to ultimately get in range to do some serious damage before engaging. Keeping things fast or sneaky is really the only way I see to do that.

Droppods concern me most. Hopefully everything is mobile enough/destructive enough to take out units as they arrive piecemeal.  Haven't faced a godzilla bug list...so... not really sure what to expect.

Any thoughts? I will entertain ideas of autarch or farseer configurations if Karandras becomes more of a liability than an asset.
   
Made in us
Been Around the Block




Anyone? Bueller? Bueller?
   
Made in us
Unbalanced Fanatic





Minneapolis, MN

From the looks of it you have three distinct elements in this force.

1. Scorp infiltrators
2. Grav Tanks
3. Jump infantry

You've spoken somewhat on how these forces will interact but I'm not sure about a few of your contingency plans.  Against an assaulty army, I think your plan is solid, but this army will have a hard time winning a shootout against a determined shooty force.  If he positions his forces competently he should be able to keep your infiltraitors at arms length for a turn or two.  I would recommend slapping some spirit stones on your wave serpents. As they are, they will be brought down too easily.  If they are going to run interference while the hawks, spiders, and scorpions get stuck in they need to soak up fire big time. 

My other concern is that your jump infantry will not have the durability to succeed at the role you've given them.  The Warp Spiders will be ok as long as they are lucky, but the hawks will have a hard time accomplishing much unless they make a suicide run.  I would either ditch the hawks for another unit of spiders or lose Karandras for an autarch.  Escalation could mess up this army's mojo real bad, and an Autarch with jump generator w/fusion gun, power sword could offset that and make the warp spiders that much scarier. 

Other than that, I think it looks good.

The 21st century will have a number of great cities. You’ll choose between cities of great population density and those that are like series of islands in the forest. - Bernard Tschumi 
   
Made in us
Been Around the Block




Wow. Competent, solid critique. Thank you! Much better than other critiques I've received with this list on other sites.
The spirit stones on the serpents was brought up before... I thought I included them in this list, but I might not have found room for them... I'll double-check.

The hawks ... yeah, they're a unit I'm trying to wrap my head around. They do offer one extra template when they arrive... but if I deep strike them, they're pretty much fodder for a turn. Might be decent against GEqs in that regard (just drop them behind terrain), but it's only every other turn. The only significant use I can come up with for them is to chase after skimmers, hidden whirlwinds and nastier vehicles like Land Raiders and Monoliths. Things I might not be able to get to with just a couple of bright lances. If spiders came stock with Haywires, I'd definitely drop the hawks. What else could I take that is cheap, anti-tank with a decent amount of anti-light-infantry? A couple of Vypers are just as unreliable. Spiders can't pop heavy tanks.

Autarch idea - worth testing. Especially if I drop hawks and favor another unit of spiders. Thanks.
   
 
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