Welcome to Librarium Online!
So yeah, this is for next month's Escalation League meet at my local shop. 750 Points, I've got 747 here. Tell me what you think or what you might suggest. First off, let's see who I could possibly face....
Eldar (Biel Tan set-up and Aspect-Heavy)
Alright, and the following is my list and upgrades I've chosen:
Farseer - Doom & Fortune; Spirit Stones; Runes of Witnessing [Equipped to Howling Banshees]
Howling Banshees (5) - Exarch w/ Executioner & Acrobatic
Storm Guardian Squad w/ Warlock (10+1) - Warlock comes with Embolden; No Fusion Gun or Flamer upgrades
Storm Guardian Squad w/ Warlock (10+1) - Same as above.
Wave Serpent - Spirit Stones; Star Engines; TL - Scatter Lasers; TL - Shuriken Catapults
Wave Serpent - Same as above.
My only real issue comes in the form of who I play. I've got plenty of guns for Swarm in the form of my Transports (plus the Guardians can shoot alright also). The Storm Guardians themselves aren't bad in Assault (if I assault I usually end up getting 3 attacks each). The Howling Banshees murder. Alot. I'm just afraid of playing the Daemonhunters really and anything that's just stronger than me, which is alot... I'm an Eldar Player.
Anyway, if you guys think I should run something else tell me. Critique will be returned! Flamers will be reported.
Hmmm, I'm not really used to thinking about games in 750 point scales, but I will try anyway. I feel like your list should be re - thought. First off, you have two serpents, and three very very fragile CC squads and that's it. It seems kind of lopsided, like I wonder what your strategy would be for the unlucky unit who is left in the open without a transport.
Also, even in a 750 point game, I mean you're going to encounter SOME heavy armor or fexes with 2+ saves? right? maybe? scatter laser and banshees may not be able to deal with dreads, fexes, big ole deamons nids orks... maybe a farseer with runes of witnessing, ss and two powers is too much for such a small game...minimize the HQ and give him one power with a purpose in the rest of your plan.
Think then if maybe you'd like the farseer to travel in 1 serpent with the scatter laser and the banshees, maybe change the guardians storms to defenders with an EML or maybe still a scatter laser, and drop the other serpent for a wraithlord or some walkers with some anti heavy armor or toughness, i still think you'll see it a bit of it, and have some potentially deadly firepower in the walkers, strategic firepower in the guardian defenders, and still a nasty mobile cc threat with doom banshees..
One of the major things i notice about your list is a striking lack of anti-tank. Around 750-1000 is always when the vindicators and dreds come out, and other armies sporting transports is almost a given. It's totally possible to get the wave serpents around to the back of those suckers, but that's counting on them not having any other anti tank units in there...
But anyway, a largely mobile force at 750 is pretty cruel.
The storm gaurdians pretty fun, but a cheaper troop choice is 5 dire avengers, and they have just as many shots as ten storm guardians, but at a better range AND accuracy. Upgrade em with either blade storm and defend and for the same price as your storm guardians you get many more shots, or seriously reduced enemy assaults, park em in cover and they are tough to pull out in an out and out assault too, and the same WS and initiative as an enhanced guard. Whlie its true that you are giving up several dice on an assault, hopefully between the wave serpents mobility and the extra range on the DA's you won't have too much trouble making it work out.
The only other thing i can think of is since you are only using the waveserpent for 5 banshees and a farseer, scrap fortune and spirit stones and trade it in for a falcon. That cures a lot of your anti tank needs with two shots of pulse laser, keeps your banshees from having to be fortuned and it is also great for the looming threat of some nasty daemons or fexes cause of its lovely AP 2 strength 8.
Thanks both of you for your insight.
I honestly don't think I'll be running into any Heavy Stuff except maybe a Carnifex from the 'Nid player. I wish that I could deduct on points and I'd run a Vyper Squad in there for support against the Carnifex that I am fairly sure he'll be playing. Thing is, I need 2 Troops Standard...
I could in theory scrap one of my Tanks for a tricked out Vyper Squad. At the moment, my main idea is this:
1.) I find out who I'm playing. If a swarm force:
2.) I load up my two Storm Squads in the Tanks and hurtle them across the landscape, while only breaking for mass laser fire.
3.) After my tanks are either finally brought down or I'm in a position that I desire, land my troops and engage with cover from the Tanks (if they're still there).
4.) By the time that they're done with the Orks (or the Orks are done with them) my Banshee Squad + Farseer mop up the place.
If a Nid Force:
2.) Run and Gun. Swoop in with the Farseer + Banshees to suicide/kill the Fex. Repeat and Pray for Dear Life.
If an Assault/All-Around Force (Daemonhunters, possibly Necrons):
2.) Take out their support with Tanks (Destroyers and What-Not).
3.) Get in close to their troops with the a Guardian Squad and a Banshee Squad. Clean up. (The Necron Player has lost in Assault almost every game he's played)
If Something Else:
2.) Play it by Ear.
That's generally the plan. Now if I could squeeze in some Vypers I'd have an Anti-Tank/Additional Run and Gun Force to mess around with. Think I should do it? Technically I'd only need 1 Serpent to transport my Banshees across quickly, or possible a Guardian Force.
Also, the only resources I have available to me right now is the following:
10 Banshees w/ Exarch
5 Dark Reapers w/ Exarch
1 Serpent (unassembled)
1 Dire Avenger Squad (5) w/ Exarch
2 Storm Guardian Squads (12 members apiece if counting the 2 Fusion/Flamers for each)
1 Guardian Squad (with Platform)
1 War Walker (unassembled)
I really don't have the money to order anything anytime soon, so if you could give me an idea with this stuff in mind, that'd be great.
Last edited by Rainfire; April 20th, 2009 at 21:52.
Also, I have approx. 30 dollars I could spend to buy something more necessary than what I have. So if there's one unit in particular that you think would help, tell me so I can order it in advance.
If i had to choose the thing that your army is probably missing the very most, i would have to say fire dragons, but i would hate to have you spend money on something that I recomend and you not like, so be sure to get a second opinion.
So, with the limited unit choices i'm afraid to say that your army is pretty well chosen for you for the larger escalation battles.
Also, you have 3 CC units with 2 transports, meaning 1 will walk and likely die VERY easily. Thus, I'd suggest scrapping the banshees. They're pretty pricey and not the optimal choice considering the lack of MEQ in your opponents. Again, if you DO face MEQ at this level, the key is that they are expensive and unlikely to have very many models. You can then overhwhelm them with massive amounts of attacks & firepower which is just as good as a few powerweapon attacks if not better.
Your FS is also too expensive at this level. Drop stones and fortune, keep doom to buff the storm guardians. Here's what I would do to make them rediculous - take 10, double flamers, warlock with destructor & attach the farseer with doom. Pack them all into a WS with a bright lance. This pretty much means ownage to anything it hits - BL for anti tank and can zoom around taking pot shots at monstrous creatures. The unit inside will mean 3 templates when they get out = autohit everything they flame x3 with rerolls to wound. Charge in with 2 witch blades and 10 storm guardians to mop up the survivors. I doubt even MEQ units can survive that.
I'd say take the 5 DA and build the warwalker w dual scatter lasers. This way you can have a decent group in the back hold objectives and the warwalker can also charge into assault to protect DAs if needed.
Finally, take the 3 vypers but take them as 3 different fast slots and put whatever weapons you want on them. You can use these to screen your WS too or fly around to contest objectives near then end of the game even if you lose a lot of your other stuff since theyre so fast easy to hide . That's a lot of speed and heavy fire at 750 pts. I'm not sure what the points come to but it might even leave some extra
Sweet. I'll look into the F-Dragons and if not, I'll see if I can run a test game trying out a couple of different builds. You guys are awesome, thanks for the suggestions.
Also, until we reach 1k in points we're running Annihilation games only. Thought I'd throw that in there. But at 1k and beyond, we're doing the standard roll to decide game type.
I'm going to take a different veiw of your list. The two transports for 3 soft melee units has been talked about alot. My thought is to turn one of the storms to a defender unit (Eml would give you a bit more AT ). drop the farseer down to doom Normally I would say change the witnessing to warding to help stop enemy pyskers. But you seem to know your opponents well so if they don't use pyskers the witnessing is fine or droppable. Use the points to give your storms some weapons flamers would be my choice. Any extra points could go to filling out the banshee squad or upgrading the serpents weapons to better AT guns.
If I still run my tanks though and get the chance to beef them up, should I get Vectored Engines as well? Or would the Star Engines do just fine?