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Discussion Starter · #1 · (Edited)
title says it all:

Farseer
-jetbike
-RoWarding
-spirit stones
-doom
-fortune
175

Warlocs x8
-jetbikes
-x2 singing spears
-embolden
-enhance
-x4 destructors
432

Autarch
-jetbike
-mandi blaster
-laser lance
-fusion gun
140

Fire Dragons
-x8
Wave Serpent
-stones
-chin cannon
-TL chin cannon
248

Dire Avengers
-x5
Wave Serpent
-stones
-TL BL
205

Dire Avengers
-x5
Wave Serpent
-stones
-TL BL
205

Dire Avengers
-x5
Wave Serpent
-stones
-TL BL
205

Fire Prism
-stones
-chin cannon
135

Fire Prism
-stones
-chin cannon
135

War Walkers
x3
-chin cannon
-chin cannon
120

this is a totally new list for me, and i've never used it though i have the models. the DAVU units are small, and i'm willing to accept that for now. i'm hoping that between my HQ and Heavy Support i have enough to worry about that they'll be overlooked for a decent portion of the game.

the Autarch may seem pointless, but i wanted a 'peel away' unit that could go by himself and stand a chance by himself against Dreads and undersized SM squads. not only that, but i have to go 2nd against a gunline, i can choose to reserve and only have to roll a 3 to get my Reserves in, which in my own mind, gives me confidence.

the Dragons are overkill with eight, but TBH i'd rather have numbers over an Exarch that may not add much; that too is supposed to be an anti MEQ/armor threat.

meta game at my FLGS consists of varying kinds of MEQ's (CSM, BT, Codex SM, some BA) and of course a lot of mech (IG mostly) so i'm hoping i can put the hurt on some squadrons with the Dragons, not to mention that if the BLs get lucky in killing a LR (and some of my pals love running 1-2 LRs and 1-2 Vindies at 2K) i can use the Dragons to kill termies.

i know it may seem as if i'm set on this list, but it's not so: any suggestions would be welcome. thanks in advance.
 

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Actually, overall that is a rather nasty list. Almost everything is capable of taking down a Land Raider and you have a couple good units to deal with the waning horde lists.

TBH, against most MEQ type lists the only time I would worry is Turn 1 before Fortune takes hold. Besides bad luck you should be able to get the Council in CC with tanks or units with sufficient models left to do quite a bit of damage.

The only thing I would consider changing is the Chin Cannon on the Fire Dragon's Serpent. This Serpent will likely be moving quite a bit and undergoing quite a bit of fire, so the odds of being able to use both guns are fairly low. Personally, I would find more use for those points in another Destructor (almost cant have too many of these) or Runes of Witnessing (just in case).

Just don't throw that Autarch into CC with a Dread by himself, and I think you'll be fine. Heck, I don't even need to give you tactical advice, haha. Just the one little change is all I can think of ATM, though I'm starting to think about Pathfinders instead of one DAVU. They offer a different kind of survival and a tad bit more help taking out 2+ armor saves, at the cost of one anti tank gun. It's also great whenever your opponent freaks out that they ignore difficult terrain.
 

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Discussion Starter · #3 ·
good call on the Pathfinders, though if i exchange them for a DAVU i could take 8, maybe 9 if i drop the extra Chin Cannon....i'd have to think about, hard, it's just that Pathfinders excel in cover and i've found it's harder to kill a DAVU than Pathfinders. two flamers and they're gone.

i play dangerously, i don't use RoWitnessing...which again you do have a valid point, but TBH i can count the number of times i've failed a psyker test with Eldar on one hand. main reason i gave that Serpent so many Chin Cannons is because i plan to move that thing in fast, so i want to saturate fire at any one coming at the Dragons.

i'll keep in mind what you said about the Dread, though if i can do something awesome shooting wise against rear armor, i'd take my chances.

and thanks again for posting, you saying this is a good list makes me pretty happy, not just that you think it's a good list, but also that you posted a reply. it's like pulling teeth for any one to reply to the lists i post any more.

+rep to you sir.
 

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Can your Farseer Doom a different target to your jetbike squad? I didn't think so, and I don't see Doom helping that much either way. (The other thing is that, glancing over your list, you're definately rocking the S6+ firepower. So I don't think it does that much even on the rare times it can be cast on something not then obliterated by the council. Why not Mind War instead? Laugh with pitiless glee as you take out the hidden fist! And so on...

Otherwise, yes. Solid, even scary list.
 

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I understand the desire for a peel away unit, but you really, really need a second source of fortune. Preferably a source of fortune that will be inside a transport. There's too much anti-psyker gear out there these days. At 45 points a model you need that rerollable 3+/4++. A hood plus Null Zone is of course your worst case scenario, but even the not as bad alternatives would be a bit painful. Against gunlines you can alternate reserving (which, with "only" one autarch seems a bit risky) with divination abuse.

For that matter, I also don't know if I like the warwalkers. I love them in general, but high damage low durability seems like a bad idea in a jetseer list. You don't want to hand anyone any ideas regarding target priority.

You and I have discussed spirit stones in the past, so I'll point out that I generally skip them outside of falcons w/ holos, but I realize you'd rather have them there.

I do love me the underslung chincannons. They really should be passed around like candy. Our vehicles won't always be moving that fast, and weapons destroyed results shouldn't turn things into ramming weapons.

I fully endorse and approved of the Davus, but if you found the points I'd add chincannons as well. BS3 isn't great, but against av10 it's better than the BLs, and if you're firing both it's just... better, in general. Plus there IS that 1/6 chance of a weapons destroyed...



iiiiif you could be convinced to drop the warwalkers and the stones of the FPs you could afford a third fire prism. Which would be totally tubular. But that's your call. That way when a FP got hit you'd still have a focused shot, and when they were all firing it'd be an extra pie plate of burning death. That might change the feel of the list, however.
 

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Discussion Starter · #6 · (Edited)
Can your Farseer Doom a different target to your jetbike squad? I didn't think so, and I don't see Doom helping that much either way. (The other thing is that, glancing over your list, you're definately rocking the S6+ firepower. So I don't think it does that much even on the rare times it can be cast on something not then obliterated by the council. Why not Mind War instead? Laugh with pitiless glee as you take out the hidden fist! And so on...

Otherwise, yes. Solid, even scary list.
you bring up good points: checked the ruling, yeah, you can Doom a non-vehicle unit up to 24" away (doesn't say anything about a unit the Seer is shooting at or is engaged in CC with), but i gotta admit Mind War is not a bad option.

the problem is (and it's a preference) i always have the worst luck with MW, even against someone with a Ld 8; i roll a one, they roll a three. i roll a two, they roll a five.

solid logic, and i'll certainly consider it, but past experience speaks against it for me. and thanks for the compliment.

I understand the desire for a peel away unit, but you really, really need a second source of fortune. Preferably a source of fortune that will be inside a transport. There's too much anti-psyker gear out there these days. At 45 points a model you need that rerollable 3+/4++. A hood plus Null Zone is of course your worst case scenario, but even the not as bad alternatives would be a bit painful. Against gunlines you can alternate reserving (which, with "only" one autarch seems a bit risky) with divination abuse.
i can't knock this logic one bit; i'm not going to follow it for the following reasons in order of importance:
1. i've got a kick ass Autarch conversion i've been itching to use.

2. all my psyker weapons are Witch Blades or Spears: they wound great. they're also not PW. with the Autarch/Farseer unit i can Doom an enemy unit and hope to dice gods my Autarch kills it or hurts it enough the Council can kill it, freeing me up to move the next enemy unit faster. i've seen Eldrad + Seer Council take down Ku'ggath, but it took 3 turns, with his save + FNP. the Autarch should take care of that.

3. i like having a bit of a boost to my Reserves rolls if i opt to do so; options like that are valuable, IMO in a tourney setting.

and TBH, (here's to the metagame) i'm not too worried about psykers in enemy lists: no one uses =I= hoods, SM hoods are not that common (i've always been able to get around them). the only armies i worry about are IG (psyker battle squads and HQ officers that jack up your rules), Tyranid (but not really, since i'm the only 'Nid player at this point at my store), and Chaos is not a psyker threat to Eldar. i'm more worried about another Eldar list TBH.

For that matter, I also don't know if I like the warwalkers. I love them in general, but high damage low durability seems like a bad idea in a jetseer list. You don't want to hand anyone any ideas regarding target priority.

You and I have discussed spirit stones in the past, so I'll point out that I generally skip them outside of falcons w/ holos, but I realize you'd rather have them there.

iiiiif you could be convinced to drop the warwalkers and the stones of the FPs you could afford a third fire prism. Which would be totally tubular. But that's your call. That way when a FP got hit you'd still have a focused shot, and when they were all firing it'd be an extra pie plate of burning death. That might change the feel of the list, however.
now this is something i could really think about; i don't want to lose the Spirit Stones on my DAVUs. i have so few scoring units i want to keep those tanks moving as much as possible for saves and to grab objectives.

losing the War Walkers would not hurt me at: the easiest fix would be drop one Destructor and i keep the Stones. frankly i like that more...now that i think on it.

can you target a unit of Troops inside a transport with Doom? if you cannot then i'll change over to MW, if you can, i'll keep it because then i should be able to kill a LR and then kill/charge the termies inside easier.

+rep!
 

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Nope, can't target units inside a transport with a psychic power. (except the squad the psyker is in of course)

But then I'm not sure how MW will help to kill Termies. I mean it can only kill a single Termy. You can just about get the same effect from the rerolled 1's from the Council's CC ability. Not to mention the additional Flamer wounds you could get in.

You idea to drop a Destructor in place of the Stones shows the differences in our preferences due to the Metagame. While I would keep the stones, that extra gun the Fire Dragons Serpent just won't be around long enough to actually fire (too many instances have seen an early death for that Serpent, so that'd be my cut). 1/3 of the Armies at my FLGS are Horde and 2/3 are MEQ so I would favor the extra heavy flamer template for body control.
 

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Discussion Starter · #8 ·
While I would keep the stones, that extra gun the Fire Dragons Serpent just won't be around long enough to actually fire (too many instances have seen an early death for that Serpent, so that'd be my cut). 1/3 of the Armies at my FLGS are Horde and 2/3 are MEQ so I would favor the extra heavy flamer template for body control.
most of the lists i play are Mech. no one really does horde, but there are fearsome attempts at spamming MEQs. i'd say the ratio in my store would be 1/5 horde and 4/5 'Mech of some kind. i play 'Nids, another one of my friends plays them as well, but i know he's playing Daemons at the upcoming tourney, and another one of my mates has an Ork army that he has yet to field.

that and i want to mobile cover the Serpent gives them. i know it's unlikely the Dragons will survive much shootting, but if they have the chance, i'd like for them to take it. just think of that underslung Chin Cannon as an extra wound on the tank. by the end of it, i may end up with a fast flyng hulk, but if it can get the Dragons somewhere else to kill whatever, the happier i'll be.
 
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