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Okay, this idea was highly inspired by Revamp's Swooping Hawk army.
As it stands now, this army has very little in the ways of anti-tank, this is a thousand point list (998 points actually) and in a 1500 point list, (where I'd have a greater chance of fighting against multiple vehicles) I would probably include a vyper or falcon.
The only anti-tank weapon in the army is the Singing Spear on the Farseer, he is equipped with a jetbike, so he should be able to cruise around, find a tank and kill it.
There is a method to my madness with giving him both a spear and a witch blade.
The army is a shining spears based army, therefore the leader ought to have a spear.
Attacking a vehicle (NOT VERY LIKELY): He can use the first turn to turboboost towards the enemy, giving him an invulnerable 3+ save that is 'fortuned.' He gets within range next turn, throws the spear, maybe destroying the vehicle, him and the squad then charge the vehicle, dealing 10 strength 9+D6 hits. Not the best, but then again, not something to laugh about.
Attacking Marines / Necrons (VERY LIKELY): Again, turboboost to get the 3+ invulnerable. Throw spear, warlocks fire shurikats. Assault (should be in conjunction with shining spear squads) to make attacks that wound on 2+ (Demons halve their weapon skill) The warlocks are equipped with the close combat weapon instead of a pistol because the bikes come equipped with shurikats, and modelling a close combat is cooler than the pistol. Either way, they get 3 (1 base + 1 for two close combat weapons + 1 charging) WS 5 / I 5 attacks, that wound on a 2+.
The spears would be doing something similar, except that since they do not have to test for difficult terrain, would be moving through cover, eventually getting close enough to the enemy to use their namesake. These things are NICE. (Seriously, look them up, very VERY expensive, but for an extra 15 points over jetbikes, definitely worth it.) I don't know how much I can talk about as far as stat-lines go, so I won't go much farther with that.
Rangers are providing pinning / compulsory troops choice while this is occurring.
Overall, very similar to the hawk army, not the easiest thing to play, but probably very satisfying. (Not to mention conversion possibilities everywhere, and a chance for some excellent paintjobs.)
Warlock ( 3 )
Witch Blade (3)
CC Weapon (3)
( 3 )
( 3 )
( 5 )
( 5 )
Any suggestions / rules conflictions / OMG THAT WILL NEVER WORKs please post. I would also like to hear ideas about how I should go about modelling the warlocks and farseer.
Why give the farseer a witch blade /and/ spear? One is one handed, the other two-handed. Or is it so that he can throw and assault with a witch weapon in the same turn? Expensive way of doing things...
Good to see lots of jetbike models out there, but I think it'd be tough to pull off effectively.
1.) The army is a shining spears based army, therefore the leader ought to have a spear.
2.) He may now throw and assault in same turn.
I'll take your question as a tl;dr.
Last edited by shadygodofdeath; June 19th, 2006 at 22:11.
The Morbidos Fleet will reclaim the Eldar empire. This time there shall be no mercy. Let them choke in their own blood!
Why not base it off the Saim Hann list? That way you wouldnt have to use the rangers for required organisation unless you wanted to...
That way you could further maximise your use of shining spears with more slots they can fit into.
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Eventually, I want to add Falcons / Other Aspects / maybe my new wriathlord I just recieved.Originally Posted by darkreever
Afraid to say a Wraithlord might not really fit in, the rest of the army seems very flowing and swift (apart from the rangers that can infiltrate so do not need to be) and all other than the aforementioned can move 24" a turn if desirable.
I really like this list a lot, I am really glad that mine served as an inspiration but I am feeling a little envious for not having come up with it first! Oddly enough I did think a little about a Shining Spear list yesterday...How odd.
Anyway, I can imagine this working really well although it would not be very easy to pull off. You obviously thought through the Farseer-tank strategy but that could be very tricky, against ordinance especially you might be forced just to turbo and hope for the best. Despite that most forces without much in the way of tanks would be beatable and I can imagine this list doing very well.
And it would look simply superb.
In the last few days this has become my list. I will be doing this.
I made a few changes, including setting it up just in case I want to go to 1500 with some scorpions (infiltrate, acting as tank hunters) another min squad of rangers, and another squad of shining spears (min / max'd for exarch w/ bright lance. Sorry, BS 5 heavy weapon that is that mobile I cannot pass up.)
I also dropped the spear on the farseer, in order to give my warlocks ghost helms, the bikes, I figure, are mobile enough to get close enough, fire w/ shurikats, then engage, and if the farseer has witch blade and close combat weapon, he gets the extra attack anyways.
Against vehicles, I still have witchblades, which, because of their wording, are still effective against monoliths. 3xStrength+D6 on a warlock or farseer has a range of 10 - 16, perfect armor piercing capability.
The scorpions infiltrating will be placed last, as close as possible to the biggest baddest tank, in order to charge it, throw the haywire grenades (I figure in ten grenades I have a 33% Chance to get a glancing and a 8% chance of penetrating for each one, (these numbers assume that the vehicle moved 6" or less, if the vehicle moved more, these numbers become significantly smaller, and if it stays still, they are doubled, of course, I assume the vehicle only moved 6" because the opponent wants to fire his weapons). The good thing is that these things also are effective against the monolith because of their non-armor piercing ability.
Then, if things go well, (or if the opponent isn't using any vehicles) they will engage the closest enemy unit and wait to be backed up by one of the spears squadrons, or the farseer warlocks if he is closer.
While this is happening, the Rangers are pinning, and now, because there are 3 squads, I have more pinning ability.
The last shining spears squad is hanging out, (moving through cover as they have skilllful rider and do not check for difficult terrain) and firing a brightlance that hits on a 2+, hopefully taking out any OTHER tank the enemy has, or taking out terminator heroes that refuse to be pinned.
Its has some sweat mobility. If both units of spears hit the same target, the same turn, you will be rolling a whole lot of s5 dice (works for Tau, why not us?). If they get some of the rules the rumour are flying about, they could be major league killers. More Rangers maybe? The whittling effect they have could soften units up for a charge, and they could hold table quarters. Might even pin someone, once in a blue moon. I like the rangers + bikes theme, it has a nice scouting/light strike force feel. It'd look awesome.
Ya, that was the idea. A few ranger teams are scouting ahead, and encounter a force they cannot deal with themselves, so they call an elite strike team to get rid of them, the strike team retreats, and the enemy thinks that all it was was a raid, so the rangers move forward, deeper into enemy territory.
The scorpions would be justified as they are only used in larger battles, and would be sneaking up to reinforce the rangers before the spears get there.
(Maybe they have a dedicated, non-combat transport?)
Paint scheme is going to be very spears (white) oriented. I'm gonna go with a White and Blue color scheme, lot's of fades, and with a purple color for emphasis. I'm still going to have to find a way to convert the farseers and warlocks onto bikes. I know Vik has at least one like that, if he wouldn't mind sharing his technique, I would be greatly obliged.