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Saturday, February 2, 2008

Army List adjustments

There are a couple things I'm considering changing, especially given the last Battle Report.

Eldar

I poured over the Eldar Codex to find ways to make the units just that much more efficient, and I came across something. It's small, but every little bit would help. An Autarch's Swooping Hawk Wings cost 20 points. Warp Spider Generator costs 25. The only difference between the two options as far as game mechanics go, is that the Generator allows an extra 2d6 move during the assault phase if I'm not assaulting. If I were to roll doubles, however, he would be removed as a casualty. I don't think I like the idea of that kind of risk, so I'm considering switching him to the Wings and finding another place to use those 5 points.

For the Falcon, it occurs to me that the addition of a Spirit Stone could have prevented my opponent's spectacular loss (that and starting the Falcon in cover in the first place). It's only 10 points. While I was at it, I thought about Holo-Fields, but at 35 points it becomes less of a deal.


Dark Angels

The Company Master doesn't have a power weapon, and I could definitely feel it. I'm preparing a small conversion using a sheathed power sword I had in the bitz box (off of Cypher's model).

Also, after reading through some army lists and tactics on DakkaDakka, most of the Space marine players really feel that the best wargear combo for a Chaplain is to give him a Power Fist. With his rosarius and Litanies of Hate, it would make him the perfect character-killer. Looking back, I do realize that the Chaplain could have insta-killed the Autarch if he had a Power-Fist ... so I'm seeing the appeal.


What do you guys think? Suggestions? I'd love to hear them.

2 comments:

  1. Placing any skimmers out in the open is a lot to gamble if you don't take first turn. Or course enough cover to hide behind depends on your table setup, etc. You know I'm down for holo-fielding anything and everything I can for Eldar but even if you feel this is way expensive points wise, spirit stones is a must. A stunned skimmer is dead in the water next turn- and for only 10 points as you point out it can be the difference in scoring or not.

    In my Dark Angel list (right now rinning my DA under the generic marine codex since I can't really see the DA codex getting you anything other then raven or death wing...) I run a chaplain with a jump pack, crozius, and power fist, with the rest of the group and himself carrying melta bombs. Gets expensive yes, but a realy killer- the 12" move of the jump packs means I will get them to where they need to go. 10 strong with fearless from the chappy also means I'll make it to my target even taking a few losses. Now in the assault if it is a weaker opponent/unit I attack with the crozius at I 5, if I need that extra punch say against a wraith lord I use the fist. Add litanies of hate with the other assault marines backing him up and it is over. I also use the group as tank hunters or to assault a squad and a vehicle at the same time if I can- imagine melta bombs with litanies of hate.

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  2. Eldar: Just reading through your blog, my initial army list for Eldar has changed drastically. Seeing how well you can use a squad of jetbikes, I've already scrapped my plans for Storm Guardians in favor of a squad of 6 jetbikes (2 S-Cannons) led by a Destructor-warlock w/ Spear. I've also made room for my vipers to be equipped with Scatter Lasers, Holo Fields and Spirit Stones. That many S6 attacks even against marines will force a lot of saves.

    I am planning on adding Spirit Stones to the Falcon. Still a bit iffy on the Holo Fields, if only because I'm unsure where to take the 35 points from. I've already trimmed down quite a bit just getting the jetbikes/vipers in good shape.

    Dark Angels: A jet-pack, eh? Leading an Assault Squad. Yeah, I can easily see the appeal to that! I'll have to give it some serious thought.

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