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This is kinda similar to a 2000 pt list that I posted earlier, having taken some advice
2 farseers equiped the same, spiritstones, runes of witnessing, fortune, doom, mind war
with squad of warlocks, a la seer council
3 warlocks, one with enhance, one with embolden, one with nothing special
3 squads of 13 storm guardians, 2 with fusion guns in each, accompanied by warlocks with enhance
8 banshees, 1 exarch with executioner
8 scorpions, 1 exarch with biting blade, shadowstrike, and stalker
2 vypers, bright lances, shuri-cannons, spiritstones
2 vypers, scatter lasers, shuri-cannons, spiritstones
falcon scatter laser, holofield, spiritstones
2 wraithlords, 1 starcannon each, one flamer each, one shuri-catapult each
hq, if you are looking to save points somewhere down the line, you can drop mind war from 1 or both farseers.
troops-I am still in debate with storm guardians, without a transport they need conceal to help make it up the field but when they get into fighting (if they do) they need enhance. But I also am unsure if i bought an expensive wave serpent if Id waste it on a storm guardian squad.
out of curiosity why no defenders?
elites- banshees need exarch powers.
scorpions, stalker really necessary?
Fast attack- drop spirit stones, drop the shuri cannons, the ideal vyper would not be within 24 inches of an opponent anyway, unless of course, he wanted to die. BL on a vyper would also be controversal to me, anything with BS 3 or lower I take multi shot weapons, and BS4 or over are eligible for 1 shot weapons. At least in my head haha.
heavy support- Falcon doesnt need but should have vectored engines.
Wrath lords look good. I usually wouldnt use that many points fielding 2 though. 1 is usually sufficient. Also Ive found tha tthe shur catas are almost useless so i usually take 2 flamers.
Not much anti tank.
There is quite a good chance most of the brightlance shots will miss and the fusion guns probaly wont get in range.
Change the Farseers powers.
Maybe something like
farseer 1-doom and fortune
farseer 2-doom and mindwar.
Drop vyper spirit stones.
two wraithlords is double the fun (and twice the big targets to draw fire away from my guardians so they can assault), and with so many warlocks on the field, chances are I won't even have to check for wraithsight. and is two flamers really useful on a wrathlord, after all, he's a monstrous creature and can fire only two weapons a turn, and you know i'm going to fire the starcannon
you can't use a wave serpent for guardians (unless the carrying capacity has been upped to 12, can't remember) anyway, a squad of 10 is nothing, gets gunned down FAR to easily. No, 14 or 13 is much better, anyway, with fleet, they still move pretty good.
the vypers are in a squadron, it's better to pay the extra points than have to chose to leave one behind, or not move (in my opinion)
anyway, I could get rid of stalker for acrobatic (banshees)
I use storm squads because this is an assaulty list, and enhanced storm guardians are pretty good at it because most of the time they will get to charge, and against every other troop choice (excluding genestealers) they attack at least simul, if not first.
if there's a tank that's really ticking me off, I can use the falcon's PL if nothing else
for the farseers, what if there's an IC thats really close, I might want to use 2 mind wars (for as we know, thats one of the only things that the nightbringer has to fear greatly) or two dooms, or maybe I want to cast fortune on banshee's as well as my "seer council" these are mostly tried and tested ideas (excluding doom, don't play very often and have only played one eldar game since new codex). and my apologies if this sounds snotty, I'm not meaning to be, the things you are critiquing me on are things that have always (mostly provided OK dice rolls, with bad rolls, you lose, simply put) worked for me in the past.
however I will admit that I have low antitank, but i'm broke and have no other antitank models/weapons unless you count spiders or avatar or karandras/ those I have