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Avatar (You all know his points value)
Farseer w/Singing Spear, Pistol, Runes of Witnessing, Ghost Helm, Guide (99pts)
Dire Avengers x7, +Exarch w/pistol & power weapon (121pts)
Reapers x3 (111 pts)
Reapers x3 (111 pts)
Banshees x9, +Exarch w/executioner (181pts)
Scorpions x9, +Exarch w/claw & stealth, haywire grenades (237pts)
Warp Spiders x4, +Exarch (220pts)
Rangers x3 (57 pts)
Rangers x3 (57 pts)
Wraithguard x5, +warlock w/shining spear, pistol & enhance (220pts)
Swooping Hawks x4, +exarch w/lasblaster, power weapon & sustained assault (147pts)
Falcon w/Bright Lance, Holo Field, S Stones (190)
Wraithlord w/Starcannon (120)
3xSupport Platform w/D-cannons (150)
This is a variation on my usual 2000pts list, which has 6 Fire Dragons instead of Reapers (in the Falcon) and a Waveserpent for the Banshees instead of the support platforms, and a 20 man guardian squad instead of the Wraithguard (or, a single Harlequin Solitaire w/all the extras).
I'm trying to work in some of my newer purchases (namely reapers, wg & platforms). Typically I'll be playing on 4x4, or /maybe/ 6x4, so D-cannons should get a good showing by turn 2-3.
You said it's for a 2000 point game. You're at 2003. Trim. Drop Runes of Witnessing, switch D-Cannons to Vibro-Cannons, and add one warp spider to that squad, giving it 6 members instead of 5 (even is always better than odd).
I'd give the Falcon the Starcannon, and the Wraithlord the Brightlance. That way, you have the Bright Lance, a one shot weapon, on a model with a reliable BS.
Thanks Hause - Starcannon on the Falcon makes more sense, as I can fire it /and/ the Pulse Laser when I move further - however, I can't split targets, can I? Made more sense to put all my anti-tank on one platform to concentrate the S8 fire. Seems a waste to put the starcannon on there, when I might be forced to throw its lower S against vehicles?
Poodlebot - If I dropped the runes, I'd only be down to 1998. Given that Vibro Cannons would cost an extra 15pts, and the Warp Spider another 20 or so... what else would I have to drop? Also, it strikes me that odd numbered groups are better than even for leadership thresholds, as with groups of 3 or 5 by the time you lose 50% you're almost a man alone anyways! (besides, I only have 4 models and an exarch atm).
You cannot split targets. I still think you should put the Starcannon on the Falcon, and the Bright Lance on the Wraithlord, though. Besides, the pulse laser is still decent at destroying infantry.Thanks Hause - Starcannon on the Falcon makes more sense, as I can fire it /and/ the Pulse Laser when I move further - however, I can't split targets, can I?
The Pulse Laser is made for destroying skimmers, and low to medium armoured vehicles, where the Bright Lance is best for taking down those heavy vehicles. The Starcannon is also able to take down light armoured vehicles and skimmers too, so it's really not a bad set-up.
When you give the Starcannon to the Falcon, and the Bright Lance to the Wraithlord, I think you will get approximatley 1 more hit per turn with one of the weapons.
Lets say you're shooting at AV12 with the set-up I suggested. The Falcons Starcannon will most likely shoot, hit 1-2 times, and not glance or penetrate. The Pulse Lasers will probably get about 2 shots, 1 will hit, and 50% chance to glance/penetrate. So, if it glances or penetrates, there's a chance it will be destroyed or damaged.
The Wraithlord will most likely hit, and then another 50% chance to glance/penetrate, so on average at least one vehicle will be destroyed/damaged.
~2 damaged/destroyed vehicles.
With your set-up:
The Falcon will shoots its pulse laser for the same effect above (50% chance it will do something). Then, it will shoot it's bright lance. 50% chance to hit, and 50% chance to damage the vehicle.
Then you have the Wraithlord with Starcannon, which probably won't do anything.
~1 damaged/destroyed vehicle.
So, the set-up with the Falcon with the Starcannon, and the Wraithlord with the Bright Lance is more effective.
I do see you're point about putting weapons of the same purpose on the same unit, which is good, but I find that in this case, putting the Starcannon on the Falcon and the Bright Lance on the Wraithlord to be more effective.
Last edited by brushman; April 28th, 2006 at 23:19.
That's why I said "Trim." Take out one ranger squad, two banshees and two scorpions, that should do it.Originally Posted by Alexb83
I would cut down the points on the farseer. Remove the ghosthelm and singing spear for a witchblade instead. The ghosthelm is pretty much pointless, I have never found use for it in any game I've played since I startd and I favour the witchblade for it's extra attacks, besides a singing spear is also quite pointles if you intend on using guide properly.
Consider giving him fortune instead. He can move as fast as banshees and give them more protection, not to mention give his own fair share of combat if he had a witchblade.
If you are intent in using him how he is, get rid of the pistol at least. Remember you are 3pts off
Your Dire Avengers are ok, though I must say max out their squad since they aren't exact;y the most resiliant unit I''ve seen.
The Dark Reapers IMO are tacky. Small units of three sure can offer a slight punch but also very frail to shooting. They are immobile units which means they pretty much just sit doing nothing if they can't see anything. Point for point they are a major sink, IMO i would get rid of them and add in a more versitile unit.
Banshees are fine, though a transport may help them in the long run and can add twin-linked brightlances to the army.
Scorpians are good except for the grenades. Fair play if they get close enough to a tank they can knock it out but first of all, they havn't got the speed to catch up with tanks, if you go tank hunting you are wasting this unit since they excel at combat against infantry and lastly you are investing too many points into this one unit where anti-tank options are better else where.
I don't know what you;ve done to the warp spiders but they certainly can't cost 220pts for only five. The squad is a bit too small to offer much to a punch, ideally you want about twenty shots to make much of an impact in the game. Also the Exarch if only useful for withdraw since it covers the squad should they get caught in combat. You may give him power blades but it's kind of a waste since this is mainly a shooting squad and they don't do well in combat.
Rangers are good ^^
The wraithgaurd has me puzzled though. The squad istself is ok, since you can't really do anything to it but the warlock? You gave him a singing spear and a pistol when he can only shoot one of those weapons and doesn't benefit from gaining two attacks for having both. Also you have him enhance to what is mainly is a shooting squad. IMO if you want enhance they are better off with a witchblade otherwise conceal is better for the squad for survival.
These are good for a carrier for the exarch, but consider a web of skulls and pistol to gain more attacks.
These have already been said by other so I won't bother going into it.
I would keep the d-cannons though since they are just better than the othe rguns.