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		<title><![CDATA[Latest posts for the thread "2000pts Asurmans Mechdar"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "2000pts Asurmans Mechdar"]]></description>
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				<title>2000pts Asurmans Mechdar</title>
				<description><![CDATA[ My new Mechdar/Asurman List at 2000pts, going for competitive with a little fun thrown in, C&C much appreciated!<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> Asurman 230pts<br /> Jetseer, motlg, <span class="glossaryitem" onmouseover='gp(221);'>ss</span>, RoW 185pts<br /> <br /> Troops<br /> <br /> 10 dire Avengers, Exarch wTL Avenger 145pts<br /> Wave Serpent wTL scatter, Cannon and holofields 145pts<br /> <br /> 6 Dire Avengers, Exarch wTL Avenger 93pts<br /> Wave Serpent wTL scatter, Cannon and holofields 145pts<br /> <br /> 6 Dire Avengers, Exarch wTL Avenger 93pts<br /> Wave Serpent wTL scatter, Cannon and holofields 145pts<br /> <br /> Elites<br /> <br /> 6 Fire Dragons, Exarch wFirepike, Fast Shot, Iron resolve 172pts<br /> Wave Serpent wTL scatter, Cannon and holofields 145pts<br /> <br /> Heavy Support<br /> <br /> Night Spinner wHolofields 130pts<br /> Night Spinner wHolofields 130pts<br /> Wraith Knight 240pts ]]></description>
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				<pubDate><![CDATA[Sun, 11 Aug 2013 20:07:34]]> GMT</pubDate>
				<author><![CDATA[ Hettar]]></author>
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				<title>2000pts Asurmans Mechdar</title>
				<description><![CDATA[ Asurman is pretty good, but he is really more of a <span class="glossaryitem" onmouseover='gp(19);'>CC</span> unit while the Avengers are very shooty. Not bad as a tank to eat fire, and if Hand of Asuryan goes in your favor you get one beefy warlord. That said, I don't think he is all that great with his own aspect, he really boosts things like wraithblades. However, if your running him in a 10 man squad of avengers, I would make your exarch have a shimmershield and power weapon. You want a challenge chump to let Asurmen mow through hordes, as well as a power weapon to help fight off the escort of the big nasty enemy warlord Asurmen is designed to fight.<br /> <br /> The other avenger squads can just be 5 models, no need for an exarch till you grab ten. For the points spent on the exarch you could just buy another avenger.<br /> <br /> Fire dragons are okay, not great not bad. If your going to exarch it up might as well boost the squad. Asurmen would actually be pretty good here to tank shots for the squad and they share similar targets, although one shoots them the other assaults.<br /> <br /> Your jetseer is off on points, unless your taking both sets of runes...I would drop both sets of runes for more bodies in your avenger squads. If you want an Asurmen themed list, you need more avengers! Plus, avengers are good in large numbers. <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 11 Aug 2013 20:51:30]]> GMT</pubDate>
				<author><![CDATA[ Dr. Serling]]></author>
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				<title>Re:2000pts Asurmans Mechdar</title>
				<description><![CDATA[ thanks for that reply, good point on the exarch in the dire avengers, been debating there worth for a while now, will be getting rid of the Exarchs in the smaller squads and upgrading the big squad and as for my points calculation on the <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>'s some thing went wrong in my head, the Jetseer will be taking the mantle, spirit stones of anarth amd runes of witnessing as a single reroll per game is mostly needed how ever I don't take warding as I don't come across many people wanting to curse him. As for the fire dragons I've been debating switching them for wraithguard and having Asurman lead them but I believe the fire dragons will do more damage and possibly use battle focus to get safe(safer) with Asurman to tank the return fire.<br /> <br /> so the list now goes like this<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> <br />  Asurman 220pts <br />  Jetseer, motlg, <span class="glossaryitem" onmouseover='gp(221);'>ss</span>, spirit stones o anarth, RoWt 190pts<br /> <br />  Troops <br /> <br />  10 dire Avengers, Exarch w Shimmer Shield 160pts <br />  Wave Serpent wTL scatter, Cannon and holofields 145pts <br /> <br />  5 Dire Avengers 65pts <br />  Wave Serpent wTL scatter, Cannon and holofields 145pts <br /> <br />  5 Dire Avengers 65pts <br />  Wave Serpent wTL scatter, Cannon and holofields 145pts <br /> <br />  Elites <br /> <br />  8 Fire Dragons, Exarch wFirepike, Fast Shot, Iron resolve 216pts <br />  Wave Serpent wTL scatter, Cannon and holofields 145pts <br /> <br />  Heavy Support <br /> <br />  Night Spinner wHolofields 130pts <br />  Night Spinner wHolofields 130pts <br />  Wraith Knight 240pts <br />  <br /> 1996pts]]></description>
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				<pubDate><![CDATA[Sun, 11 Aug 2013 21:31:04]]> GMT</pubDate>
				<author><![CDATA[ Hettar]]></author>
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				<title>2000pts Asurmans Mechdar</title>
				<description><![CDATA[ Adding more dragons and dropping the exarch's looks good. I agree about runes of warding-your denying most psykers on a 4+ anyways, and not every army will be psyker heavy. The spirit stones are hit or miss: the only eldar power you want that costs 2 charges is fortune(and maybe eldritch storm depending on your enemy) so its rare you will hit those. Next, you generally want a divination roll that you can swap for prescience if you don't get something good, and everything in divination is 1 charge. Telepathy has 2 powers with warp charge 2, and both are good, but it is rare you will get any of these and need the stones. I would probably toss them.<br /> <br /> If asurmen is leading your dragons, drop iron resolve from the exarch. Your squad is Ld10 and fearless from the Phoenix Lord, and if Asurmen goes Ld10 vs 9 wont make much of a difference. Dropping iron and the stones nets you another dragon or two avengers. I like Asurmen with the dragons as they benefit well from his potential multiple warlord traits.<br /> <br /> Looking good!]]></description>
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				<pubDate><![CDATA[Sun, 11 Aug 2013 22:06:01]]> GMT</pubDate>
				<author><![CDATA[ Dr. Serling]]></author>
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				<title>Re:2000pts Asurmans Mechdar</title>
				<description><![CDATA[ defo on the iron resolve, dropping that, the reason behind the spirit stones is that I usually end up rolling on fate, divination and telepathy, a lot of the time I just use the primaris powers but occasionally like you said fortune comes up but more often than not invisibility and hallucination also come up which also require 2 charges each. not sure what to do with the remaining 5 points after removing iron resolve however<br /> <br /> Ever seen a Wraith Knight with stealth and shrouding, kinda takes the piss but any <span class="glossaryitem" onmouseover='gp(84);'>lol</span>]]></description>
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				<pubDate><![CDATA[Sun, 11 Aug 2013 22:40:43]]> GMT</pubDate>
				<author><![CDATA[ Hettar]]></author>
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				<title>2000pts Asurmans Mechdar</title>
				<description><![CDATA[ what do all those upgrades on your farseer combine to do? Im trying to work out how to field mine and iv so far got farseer and jetbike, i like the look of the reincarnation item]]></description>
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				<pubDate><![CDATA[Sun, 10 Nov 2013 22:24:56]]> GMT</pubDate>
				<author><![CDATA[ barnstapleben]]></author>
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