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Old 11-14-2006   #1 (permalink)
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Default Craftworld: Merothir (1,000 and 1,500)

Well, with the release of the new Eldar codex, my current Ulthwe list has lost its purpose and is no longer legal (I only had 9-man Storm Guardian units, including a warlock).

So, I created my own Craftworld, and wrote a new list. It's led by Autarch Duisternis Nightfear, and his lover Farseer Elerien. It's a nicely balanced list I think, with enough to take out anything from a Catachan Jungle Fighter to a Land Raider Crusader or a Monolith.

So, here it is:

Autarch Duisternis Nightfear - 113 points
Swooping Hawk Wings; Power Weapon; Banshee Mask; Fusion Gun

Farseer Elerien - 85
Runes of Witnessing; Ghosthelm; Witchblade; Shuriken Pistol; Eldritch Storm

Fire Dragons - 113 points
6 Fire Dragons
Exarch Draak w/ Dragon's Breath Flamer; Crack Shot

Dire Avengers - 177
10 Dire Avengers
Exarch w/ Power Weapon; Shimmershield; Defend; Bladestorm

Guardian Squad - 130
10 Guardians + Warlock
Eldar Missle launcher Platform
Warlock w/ Witchblade; Shuriken Pistol; Embolden

Swooping Hawks - 173
10 Swooping hawks
Exarch w/ Sunrifle; Skyleap; Intercept

Falcon Faile - 195
Shuriken Cannon; Shuriken Cannon (underslung); Vectored Engines; Holofields; Spirit Stones

++++++++++++++++++++

The Autarch and the Swooping Hawks deep strike with each other, dropping their Grenade pack and causing damage. Having a Fusion Gun makes the Autarch good to chase vehicles around, and Skyleap and Intercept mean that the Hawks can chase down skimmers, or fly high and drop their grenade pack again and again.

The Fire Dragons and the Falcon are a pair - the Fire Dragons can start inside the Falcon. The Falcon turboboosts and gets close to enemy tanks - if it isn't destroyed, then the Dragons can get out and start their Meltagunning and Meltabombing. Or, they can get close to other units and use the Dragon's Breath flamer on them.

The Dire Avengers will move up through cover and use that to their advantage before laying down a hail of shuriken before combat is upon them. 27 shots at strength 4 and ap 5 is going to hurt alot of things such as Dark Eldar - statistically, that's 12 dead warriors, right before I charge them with an Exarch with a Power Weapon. Defend will also be useful, especially when going up against Wyches, Marines with 2 hand weapons and Terminators. Come to think of it, just about anything with two attacks in combat...

The Guardians and the Farseer are my wild cards. They start the game off in cover and can shoot the Eldar Missile launcher at lightly armoured units or heavier things such as Dreadnoughts, and Eldritch Storm should take things that get too close - since it doesn't scatter, it should be able to do a fair bit of damage. The only thing I was considering here was maybe giving him Doom to go with it. The Warlock here has Embolden to stop this unit from fleeing - and with two witchblades in here, Dreadnoughts and the like should be able to be handled quickly and quietly (with the exception of the large "boom" sound being made.)



To take this list to 1,500 points:

Add:

Doom + Spirit Stones on the Farseer - +45

Howling Banshees - 128
6 Banshees
Exarch Kavanagh w/ Executioner; Acrobatic; Warshout

Rangers - 95
5 Rangers

Pathfinders - 120
5 Pathfinders

Guardian Squad - 110
10 Guardians
Bright Lance Platform

+++++

The tactics remain largely the same as above, but with these additions the list is strengthened. The Banshees aren't a highly offensive unit - they will most likely hide where they can't be seen and act as a counter-charge unit so that they can support the Guardians, Rangers or Pathfinders should they get into combat , or hit units before they get the chance to assault. Will be especially good in Recon missions and against Deathwing. Alternatively - against armies where the Banshees will be much more effective than the Fire Dragons, they can swap roles - the Fire Dragons can stay back and flame anything that comes too close while the Banshees can go up the field and make a meal of enemy units before they come down.

The Rangers and Pathfinders will go after big things, targetting things such as Wraithlords, C'Tan, Avatars etc. I kept them seperate so that I don't have to worry about mixed cover saves and the like, although I know this makes it easier for my opponent to target the Pathfinders and leave the slightly-less dangerous Rangers. But, if they're targetting my Pathfinders, it means that I'm doing something wrong, or my opponent it, as there's bigger threats out there.

The Guardians just add a little bit more fire support. The Farseer will still stick with the other squad, most likely - and having Doom means that the strength 3 Eldritch Storm gets a better chance to wound its target.



What does everyone think of these lists? Would they go well against most armies?
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