Welcome to Librarium Online!
3x Warlocks - 3x Destructors
10x Guardians - Scatter Lasers
10x Harlequins - Troupe Master w/ Power weapon Shadow Seer w/ Kiss, 8x kisses
10x Harlequins - Troupe Master w/ Power weapon Shadow Seer w/ Kiss, 8x kisses
6x Fire Dragons - Exarch w/ Dragon Breath Flamer, Crack shot
8x Warp Spiders - Exarch w/ dual Spinners, Withdraw
Falcon - Shuriken Cannon, Spirit Stones, Holo-Field, Star Engines
Dark Reapers - Exarch w/ Reaper cannon, Fast shot
Eldrad and his body guards sit near the guardian squads ideally on an objective nearest me deployment area to protect fortune/guide them as they use the scatter laser to pop small transports/tanks as well as anything attempting to get close.
The Pathfinders will be just outside of the guardian squad to help with pinning, as well as utilize their 2+ cover save for their survival so that on turn 5 they are able to make a last minute dash to other near by objectives.
The Harlequin Troupes would run to draw attention away from my troops whilst also engaging everything within range.
Warp Spiders will deep strike in to help the Harlequin troupe in the case of an ork army with a boyz mob of 30 units to ensure that once the Harlequins perform their dance of death there will be no one left alive to stop their madness. These will also help to strike light armor/rear armor
The Falcon will be loaded down with the fire dragons to hunt heavy armor as well as MEQs/TEQs. the exarch, equiped with the dragon breath flamer will also have the ability to help the Harlequins in their assault if needed. The Falcon itself I will mainly attempt to keep behind cover as much as possible so that I will have the option of utilizing the star engines to contest an objective.
The Dark reapers... I've honestly debated about having them to be part of this list, however I've used them in a smaller game recently vs. Space marines and watched them tear through numerous scout squads as well as a tactical squad from across the board. So as for these they would basically be my long range support
The basic concept I am attempting is creating a field where my opponate has to ether divide his fire power or leave something alive that could possibly ruin an entire squad of his. An army that creates confusion... hopefully
yeah, thats a pretty mean list. It isn't my play style (high mobility) but i could definately see it do some very real damage on many armies. If you are planning to bring eldrad along with warlocks but just leave him with the guardians, you might be better served ditching the council and attaching him to the guardians, more over, if you don't plan on having a seer in the thick of it you could save even more points by making it a doom/fortune or doom/guide seer with the points saved there you can get a wraithlord, prism, or a transport for your gaurds/ harleys. Also, you might wanna consider giving one of the harleys a fusion pistol for a little bit more diversity and as a just-in-case. Just minor thoughts though.
well I intend on keeping Eldrad with the warlocks simply in case a horde does reach near the guardians I would be able to use Eldrad and the Warlocks to Eldritch Storm/Mind war and Destructor to help knock the unit size down if that all fails then the guardians would be able to unleash their shots upon the squad, however, I mainly want to ensure the guardians survival since they (along with the pathfinders) will be controlling objectives; and since the pathfinders will have a 2+ cover save they should not have as much trouble surviving the battle.
Interesting, i've never really thought about protecting guardians. I usually wish them the best as I send them on their way to the infinity circuits lol. Although i agree that the troop choices are very important for the majority of the missions, having a 325 point unit of charactered HQ to defend 95 points of fodder strikes me as a little backwards. You already have 3 other troop choices that have a nice save, and presumably will be kept safe from horde by the harlies, If the goal is to keep the guardians safe, a waveserpent is a much cheaper alternative, that way you could still keep eldrad with the guardians, cast doom/fortune/guide from the safety of a transport and be able to move em 24/36" to an objective or out of harms way.
The seer council is by far my favorite unit in a game this size, but i don't think that very many players are going to get close to it. Since their toughness sucks its more than likely that they'll just shoot em till they are crippled well out of the range of any of those nasty destructor shots. The other side of that is wound allocation could get ugly between just four models. Any sort of good assault unit, blood angels, genestealers, harlies, orc boyz, banshees, scorpions, Khorne, zerglings, uh i mean guants etc will be able to land enough wounds that even rerolled saves ain't gonna keep one or two from going down. On the next turn you've only got 3 or 4 dice to retaliate against much larger units. Other problem is that a lot of good assault units are fast. Nids can assault 12" ASM's move 12" and assault 6, and orcs can call a waagh! or they can assault out of their dang open topped vehicles if your council is put in a defensive role they aren't going to be able to do much about incoming assault units. Suppose that you are playing orcs and they drive a truck or two towards your council and guardians and pop out and assault on the same turn, the council is not very capable of helping against that sort of tactic, but if you put em in the transport you'll be more than capable of counter-attacking cause they have to spend a turn assaulting or chasing your wave serpent, hitting on 4's and glancing on 6's (except for the power klaw) and when they do get it down, everyone pops out and you have a chance to issue the pain into the squad and use psychic abilities. Whereas with the council, the boyz may have a hard time taking em down in a turn or two, it leaves the council totally tarpit'd. This robs it of its shots of destructor and storm, if there are two squads of boys in the area or anything else that presents even modest threat the guardians are going to role over and go "oh no" and die. Assuming that you get the first shot against horde armies close range is usually a risky thought. With the mobility of a wave serpent or jet bikes or what ever, you can be sure that you always control the distance between you and the incoming threat. You can always say that, "well its not just going to be the guardians and the seer council, there are rangers and harlies and what not too," and you're exactly right, but if the council isn't capable of handling cheaper assault troops that come to mess up your objective and need to depend on more troops to complete the task its pretty well solely asigned to then there needs to be a better way to get it done. (wicked awesome run on sentence)
Assaulting aside, the seer council won't be able to do much if the opponent tries to shoot your lights out instead. They have very limited range, so you'll spend a turn or two chasing the shooters, or just toughing it out for fear of getting flanked. Again the rangers can help much better here, but then again if they can't stop the incoming fire, what is the seer council there for?
Now, if you wanted to use your guardians as a meat shield (not very fluffy i know) for your seer council, that's something that i can totally get behind. The rangers are already pretty static for objective babysitting. So use the guardians to advance the council towards their high risk/value stuff or to contest ojectives. No one is going to take guardians very seriously and no one really wants to waste an assault on something that is just gonna set em up for a thorough pounding next turn so its free movement while they waste shots on a fortuned council. This would be a great way to wear down some of the threats like devs or scouts, and claim an objective in the meantime. Everyshot that goes into the guardians (be it demolisher or other wise) is a shot that doesn't go into the seer council, which is even better imo. The seer council should be able to wreck most things (especially if it were a model or two bigger) so just use the guardians to make sure that it happens. Anyway, that's just my two cents. A seer council is a very formidable unit, i would just hate to see it get under utilized watching guardians.
I may end up changing Eldrad to a Guide/Fortune Seer after looking at the fact that 315 points is slightly high for a babysitter, but you have proven the tactics I plan to use worthy.
In your post the main topic of the response was how the Council could cause serious damage, and that the guardians would be destroyed by anything assualting them or shooting. (correct?) So if my opponate spends (lets say he/she has an outstanding turn against them) one turn to kill them, this allows the rest of my army to move about freely with no worries. However to take down 14 models (as long as they are not bunched up or standing out in the open field) chances are it will require more than one large blast template to kill which will require more units to move towards the guardians in hopes to kill them bringing them closer to the Harlequin troupes which would rip through a squad much better than a 4 model council will. This also leaves the pathfinders out of the spotlight, Lets also say that as many people think guardians are not worth very much, and they completely ignore the guardians. In my experience with this tactic the guided scatter laser has helped stop many transports from reaching not only the guardians, or the objective, but also slowed down the squad from assaulting the Harlequin troupe and allow the Harlequins to dance their way into assault first.
I do agree that having the council sit back to baby sit is a bit of a waste, but if they are creating a misconception and allow the rest of my army to go unharmed then technically they are getting their points worth. The Eldar army is an army that must work together. This is just a strange way of looking at it, and perhaps a slightly different tactic than most are used to.