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Post by Lord Victor on Mar 25, 2009 19:30:57 GMT -5
Well since I got really lucky and had a good showing at the recent tournament down in fairfield I thought I'd post the list I used for your critique.
130 Farseer Spirit Stones/runes of witnessing Doom power Guide power 93 Farseer Singing Spear/runes of warding Guide power
152 Dire Avengers Exarch extra catapult Bladestorm
152 Dire Avengers Same
153 4 guardian jetbikes 1 shuriken warlock with destructor power
125 Waveserpent Scatter lasers Spirit stones
145 Waveserpent Brightlance Spirit stones
113 6 Firedragons Exarch w/flamer/crackshot
115 Fire Prism 140 Falcon Scatterlaser Spirit Stones
180 3x warwalker w/2scatter
1498
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sionnach19
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Post by sionnach19 on Mar 25, 2009 20:53:36 GMT -5
It's terrible! I hates it! Kidding, looks pretty well rounded and solid (can't come close to your IG though). The most glaring weakness to me is the reliance on shooting. You definitely have some impressive firepower and a lot of skimmers, but I'm not sure if it's enough to get the job done right. Most firepower-heavy Eldar lists I've seen use Dark Reapers for their handy ability to mulch all things MEQ, but you're relying on maneuverability and your DA to carry the day. I would say try to fit something more combat based in there. You definitely have the speed, but getting some Howling Banshees or Striking Scorpions would give you a firm counter charge and keep enemy assault units from getting to your troops. That and you have a really really low body count, which could hurt you in some cases. I'd drop some of the tanks for combat oomph or more shooty prowess, but at 1500 points I think you lack the bodies to make the speed of your tanks as useful.
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Post by bob on Mar 25, 2009 23:47:34 GMT -5
For what it's worth, that list went 3-0 last weekend, winning the last two fights in 3 turns (less than 30 minutes...leaving Eric a bit bored most of the day! ) With the multiple Guide plus Doom, the sheer volume of fire is enough to melt anything, even MEQ. Consider that the Walkers alone will do 5 wounds on MEQ (without Doom), and completely shred my Boyz...and that's a fraction of the firepower it's dishing out. In my experience, melee troops tend to be one-use-only...once they fight their way thru their target, they're left standing there to be shot some more. I think this list will excel at moving to where it needs to be, laying down fire on whatever it needs to, and having enough left to reposition to avoid what needs to be avoided or to grab objectives as needed. By mathhammer, it shreds Shadowclan, no way around it. Maybe a multi-MC nid list, but hard to see anything else dealing with it.
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sionnach19
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Post by sionnach19 on Mar 26, 2009 15:40:58 GMT -5
Hm... I'd be pretty confident taking that on. The skimmer would be a bit of a nuisance but once they're out of the way, the troops should be easier to break. I think Eric's impressive generalship also played into his games too, we've both been on the receiving end of his nasty IG right? As for combat units being one use, I think I'm gonna have to disagree... in that VASSAL game we played, didn't my genestealers go through 2-3 units themselves? It depends on army composition, I thinks. A lot of assault units in the enemy's face lends itself to being more survivable, while one or two aren't going to be as big of a deal.
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