How true! However, it's good you are not limited by models, that makes our task way easier =). Once again, you're list is good in its foundation, but there are some minor things that you could change around to optimize it! HQ
Farseer 83
-Singing Spear, Doom
(Excellent!)
Autarch 130
-Jetbike, Mandiblasters, Power Weapon, Fusion Gun
(Since he's going to be riding with the shining spears he's practically got to have a laser lance. with bike, mandiblasters, laser lance and fusion gun he becomes truly fearsome. Very fast movement, occasional tank-popping capabilities and a whopping 5 S6 power weapon attacks on the charge!) troops
10 Dire Avengers 177
-Exarch, power weapon + shimmer shield, defend, bladestorm
(Ehum, I'm assuming this squad goes in the serpent? if so, pw + shimmershield isn't very effective. Twin Avenger catapults get the job done waay better in most cases. on this squad you can drop both PW + SS and Defend, you won't be needing them.)
Wave Serpent 110
-Twinlinked Shuriken Cannons, Spirit Stones
(I see you added spirit stones to the tank. good move =) However, I'd still like to see an anti-tank weapon of some caliber on this one. Preferably Bright lances or, if you're short on points, EML:s. You're list just doesen't pack enough anti-tank punch for 1500 points.)
10 Guardians 85
-Shuriken Cannon
(hmm, I liked these better when they were fitted with scatter lasers. The 24" range of shuricanonns just isn't long enough. Guardians are best when shooting their platform from a distance, preferably while sitting on an objective in cover, so range is everything. Definitely put the scatter lasers back on these!)
10 Guardians 85
-Shuriken Cannon
(see above comment) fast attack
4 Shining Spears 177
-Exarch, Power Weapon, Withdraw
(this squad looks ace,not sure about that power weapon though. I probably would've stuck with a lance, but I haven't played enough with shining spears to say for certain. The points cost is the same anyway, so leave it as is for the time being. try it out! )
8 Warp Spiders 213
-Exarch, Duel Death Spinners, Power Blades, Suprise Assault
(This squad is, contrary to what many people believe, quite bad in close combat. Since you already have a CC-dedicated shining spears unit with a nasty Autarch attached to them I think you should use these in a "shooting only" role. They are excellent support units and one of my overall favourites, but without an autarch attached to them their performance in CC is pitiful. Make the most use of the assault phase jump while shooting instead and drop Power Blades. Oh and in 5th ed, ALL jump infantry are allowed to deep strike, including Warp Spiders, rendering Surprise Assault worthless. You are basically paying for nothing with that power, so I suggest you lose that one as well.) heavy support
2 War Walkers 140
-4 Eldar Missile Launchers
(you mentioned outflanking these guys. Don't do that. they're way to fragile to end up behind enemy lines. Park them in your own deployment zone (close to the guardians would be a good idea), preferably in cover so they get that nice obscured 4+ save.
Are the EML:s working for you? I'm still not sure about those,but seeing as how you're lacking in Anti-tank you're probably better off keeping them. It's just that I don't trust the war walkers measly BS of 3 with 1 shot weaponry.)
Fire Prism 150
-Holofields
(Just as great as in the other list. One has to love the awesomeness of prisms!)
Fire Prism 150
-Holofields
(See above comment)
Ps. as a side note, in my 1500 list I've managed to squeeze 3 Bright lances for pure anti-tank purposes, leaving my prisms free to fire pie-plate templates on unsuspecting infantry ^^ just a hint as to why I feel you're lacking a bit in the AT department. Ds
With Regards
Hamsterball
Last edited by Hamsterball; January 9th, 2009 at 17:21.
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