With my Lynx running rampant on the battle field it has made me want
to take a step back and go back to a normal list, not using a lord of war. I am
very aware that people will still be using them in battle, meaning that I have
to prepare my force to take on a super-heavy should one appear.
In my gaming circle the a few lords of war have appeared already, and it’s
only a matter of time before even more start to creep in. That means I’m going
to have to have enough high strength weapons to take them out in hopefully 2
turns, because any more and I am going to be in trouble. That is hard to do
when you’re not using a lord yourself. But I have always been up for a
challenge, so let’s see what I can come up with.
Eldar 1500
Farseer – 115
Bike
3 Jetbikes – 61
Shuriken cannon
3 Jetbikes – 61
Shuriken cannon
5 Dire Avengers – 65
Wave Serpent – 145
Holo field, twin-linked scatter laser, shuriken cannon
5 Fire Dragons – 110
Wave Serpent – 145
Holo field, twin-linked scatter laser, shuriken cannon
8 Warp spiders – 152
6 Swooping Hawks – 96
Crimson Hunter – 160
Fire Prism – 140
Holo field
WraithKnight – 240
Heavy D-Cannon
This list is based on my previous lists at its core, meaning the
farseer, bikes, hawks, warp spiders and fire prism. Those units always seem to
be the core force I play with and the rest of the army changes slightly each
game. So that’s where I started. Next I wanted to add in another troops choice
as only having 2 is risky (3 is still risky as well) so I originally added in 5
wraithguard, but after I built the army they were too expensive and I had to
drop them and a spiritseer (to make them troops) and exchanged them for dire
avengers and some fire dragons. Similar roles, but it changes the list greatly.
I added a crimson hunter to the list as not many super-heavies have access
to skyfire, so that gives it an advantage over them, and I need every advantage
that I can get. Plus 4 strength 8 shots is nothing to ignore, making it quite a
threat even if they don’t bring a lord. It’s a similar reason why I brought the
wraithknight, provided they don’t have a strength D weapon he will face off
against the lord if he can and attempt to charge it turn 2, while my force can
put out some long range fire power I though a wraithknight charging into a
super-heavy will be able to take out a couple of hull points, especially as it
has hammer of wraith at strength 10, and his attacks are ap 2. Provided the
knight hits, he should get 3 or 4 pens a turn, and hopefully they will roll an
explosion result to finish it off (provided it has 9 or less hull points).
Against a stompa I don’t know if that will work, but we shall see.
In this list my troops are very weak, so I have to be careful not to
put them in harm’s way, the dire avengers might start the game hidden in
terrain allowing their wave serpent to go about killing what deals to be
killed. I am hoping that the rest of my force is scary enough to distract my
opponents, but I doubt it, so 1 bike unit goes into reserve.
Something that has come into my mind while writing this, I could add
in Inquisitor Coteaz for 100 points allowing me to re-roll steal the initiative
if I am against a lord of war, increasing my chance of killing it before I can devastate
my army. Maybe in the future, but it doesn’t quite feel right. Lets just see
how the list does first before I say no.
What do you guys think of the list? Will it do ok? Or will it crash
and burn?
I think the list definitely has a lot of potential. You have the Wraithknight, Swooping Hawks, Crimson Hunter, Fire Dragons and Fire Prism as notable threats that Superheavy vehicles need dealt with. That is probably too many for a 1500 list to handle in only a turn or two. I don't think vehicles will be an issue. Gargantuan Creatures might hurt and the enemy might be able to take you afterward if you're in a bad position after smoking the Baneblade (or what have you) but the Superheavy won't be the issue imo.
ReplyDelete