Thursday, January 14, 2010

Death on Swift Wings

Here's an Eldar list that I've drawn up recently to adapt to my local meta of deep-striking several 'bomb' units that are capable of wrecking entire lines. The idea is that this army really has no 'line' to attack and should always be on the move. When the opportunity arises, unload enough firepower into targets to make sure that they don't get back up.

Farseer (Guide, Fortune, Spirit Stones, Runes of Warding - 140)
Autarch (70)
Fire Dragon x5 (80)
- Wave Serpent (TL-Scatter Laser, Spirit Stones, Star Engines - 140)
Dire Avenger x5 (60)
- Wave Serpent (TL-Bright Lance, Spirit Stones, Star Engines, Shuriken Cannon - 170)

Dire Avenger x5 (60)
- Wave Serpent (TL-Bright Lance, Spirit Stones, Star Engines, Shuriken Cannon - 170)
Vyper x3 (Starcannons, Shuriken Cannons - 240)
Vyper x2 (Scatter Lasers, Shuriken Cannons - 140)
Vyper x2 (Scatter Lasers, Shuriken Cannons - 140)
Fire Prism (Spirit Stones, Holo-Fields, Shuriken Cannon - 170)
Fire Prism (Spirit Stones, Holo-Fields, Shuriken Cannon - 170)

Total: 1750

If I'm facing an army that depends high on an alpha strike (Drop Pods, Tzeentch Daemons, IG Gunlines, Deep-striking armies), then my forces will be placed in Reserves in order to deny them the hit and then I'll use the Autarch's reserve bonus to come in and hopefully cripple their forces. The Vypers, while expensive and fragile, are the back bone of my shooting. By moving the Wave Serpents flat-out and then using the Star Engines in the shooting phase, I plan on screening as many Vyper Squadrons as possible in order to negate their fragility. The Farseer will put Guide a squadron and watch as the torrents of dice just bog down their targets. Fire Prisms will be the principle anti-tank roles in the army with the Fire dragons and Wave Serpents able to pick up the roles if need be.


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