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To be honest i don't see why you should be going to loose a lot, it's fairly easy to create a guardian heavy list able to go toe to toe with competitive lists, about the reapers i think you're mistaking their connection (they should be altansar's since it's the native craftworld of their phoenix lord).
For starting i'd go for a 1.5k list like this:

eldrad 205
farseer 100
10 storm guardians 2x fusion gun 110
wave holofield, twin scatter laser, shuri cannon 145
10 storm guardians 2x fusion gun 110
wave holofield, twin scatter laser, shuri cannon 145
10 storm guardians 2x fusion gun 110
wave holofield, twin scatter laser, shuri cannon 145
20 guardians 2x brightlance 220
3 war walker lance lance 210

if you're not dead set on playing eldrad just swap him for a second farseer and 3x warlocks to be played one in the big guardian squad and the other two in storm squads, at 1.5k it would be way better, if you're looking to higher point levels, just add warlocks to the guardian units or a scond group of war walkers, since the only thing that would give real trouble to this list is lots of av 14 (like a guard player heavy on leman russes or lots of land raiders), an alternative setting for the walkers if you think you won't have too many high av veichles as opponents is scatter laser- bright lance, more hits at str 6 and twin linking on the lance are fine if you're going to face more horde type armies.
About the farseers/eldrad i've had a lot of luck with telepathy (and getting invisibility on 20 guardians makes for an excellent tarpit unit against almost anybody)
 

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with the new codex, all guardians and veichles are bs 4, also the waves now have way more firepower than before (4 tl SL shots, 3 shuricannon usually tl by the SL AND d6+1 str 7 shots from the shield), i wouldn't bother getting flamers, your waves should have plenty enough firepower to mow down hordes and light/medium veichles, you'd have a better use of the fusion guns, also now all shuriken weapons have rending against every non veichle target. Also the waves are pretty resilient now since jink now gives 4+ cover base and gets buffed to 3+ if you moved (of course you'll only snap shot if you use jink but with 4 tl shots, chances are high that you'll hit at least once with the SL twinlinking also the rest). the storm guardians aren't meant as real melee threats, let's say that they are more a short range shooty unit with the chance of doing decently in case you need to charge something that isn't cc dedicated
 

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actually i think that the only builds that play warlocks on the competitive side of 40k gaming are going for a bike council with a farseer and possibly an allied dark eldar to have th guy with hit and run. Or maybe some fancy daemonology based builds (both options i don't like tbh, since having around 8 warlocks on bike are about 400 points for 8 models, and this doesn't count the 250ish of the farseer on jetbike and the dark eldar guy, while daemonology while fun won't win you many games by itself). actually i prefer to just add warlocks to units to soak challenges and benefit from the base powers. The heavy platforms are playable but i'd worry about the amount of high strenght shots that armies pack nowadays. if you decide to include a single unit of aspect warriors, i'd suggest dragons or spiders, the first are excellent anti TEQ and anti tank, the latter can shred infantry and mid armored veichles fairly easy.
 

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Well, the list seems fine and fluffy except for the wraithfighter, in game termns it's not that good for the points imho, in termns of fluff it's more a iyanden thing (it's a wraithseer piloting it in communion with the spirits of the dead, and it gives nightmares to all the eldar bystanders due to it's shrieking). I would drop it, fuse the two def guardians squads into a single 20 man blob (way better if you get invisibility), and play either a second 16 man man defender guardian squad with 2 lances (you already have the warlock from the fusion of the two small def guardian squads) or go for 2 more war walkers, also why vibro cannons? if you're not dead set on them you could also with the drop of the fighter get d-cannons instead, way more threatening for veichles, heavy infantry and even mcs (insta killing toughness 5 and a chance of insta killing anything is scary for many)
 

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you're right about the two lances, about the wraith fighter in it's fluff entry is described as an abominable warmachine that tends to get the pilot in the depths of madness or simply abandon the world of the living to enter the circuit of the dead in the fighter, also it's stated that autarchs push for it's use rather than the farseers. Personally i'd avoid it based on fluff, just iyanden is in such dire circumstances to explain regular use of them imho. instead of the second blob it's better to have two more war walkers. i just noticed that you choose eml for the second weapon on them why? you won't probably need those, since most of your army can already deal with infantry, while you have not much against tanks.
 

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as things are atm, the eave serpent outclasses the falcon in every aspect (well falcons can be better anti av14 i suppose), the problem of having eml on the war walkers is that then the only source of reliable anti tank are your guardians, and 3 lances won't do much against most of the lists playing land raiders or other av 14 tanks (this also due to your choice of flamers over fusion guns). Generally the matrix isn't that good, since your going to use it onl once to do something you should be able to do as easyly with your war walkers tbh. In the end many armies can't be pinned (eldars due to ld, marines due to atsknf, tyranids due to synaptic, daemons, partially am due to orders/commissars, orks due to mob rule, most caos marins armies due to fearless cult troops), of course in many battles some enemy units will be innable but i wouldn't go full on that tactic, in the end why pin a unit when you can simly wipe it off the board?
 
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