Showing posts with label Evolution of Series. Show all posts
Showing posts with label Evolution of Series. Show all posts

Sunday, January 24, 2010

Evolution of a List: SM (Salamanders) 3000 pts

For those of you who don't know, the Evolution of a List Series is a series here at Sepulchre, albeit one I haven't updated in a while, where I start with a small core list and build from that core into a large 3000 pt army, adding new elements of play each time. This is the Final Installment of Space Marines, specifically Salamanders.

The first parts of this list are here:
2500
2000
1850/1750
1500
1000



HQ Forgefather Vulkan He’stan: 190
HQ Chapter Master: 190- Terminator Armour, Digital Weapons, Thunder Hammer and Storm Sheild
Troops Tactical Squad (10): 250- Sergeant, bp & power weapon; Melta Gun; Lascannon; Rhino, Extra Armour
Troops Tactical Squad (10): 240- Sergeant, bp & power weapon; Melta Gun; Multi-Melta; Rhino, Extra Armour
Troops Tactical Squad (10): 240- Sergeant, bp & power weapon; Melta Gun; Multi-Melta; Rhino, Extra Armour
Troops Scout Squad (5): 100- Sergeant, bp & power weapon; 3 x BP & CCW; Teleport Homer; Heavy Bolter w/ Hellfire Rounds
Fast Attack Land Speeder Storm: 60- Heavy Flamer
Elites Stern Guard Veteran Squad (5): 225- 2 x Melta Gun; Razorback, Twin Linked Assault Cannon, Extra Armour
Heavy Support Whirlwind: 85
Fast Attack Vanguard Assault Squad (10): 730- Jump Packs; 8 x Thunder Hammer and Storm Shield; 2 x Lightning Claw and Storm Sheild
Fast Attack Land Speeder Squadron (3): 210- 3 x Heavy Flamers, 3 x Multi-Meltas
Elites Terminator Assault Squad (5): 250- Thunder Hammers and Storm Shields
Heavy Support Land Raider Redeemer: 265- Multi-Melta, Extra Armour

Pts: 3000 Scoring Units: 4-7 KPs: 13, 24 (3,2,1 System)

Hobby Notes: Be able to switch the Sternguard Vehicle between a Rhino and Razorback for earlier lists. Vanguards need to be able to have CCW or TH&SS.

Evolution: Inclusion of a second HQ and Assault Vehicle (Land Raider)

Tactics: He'Stan stays with the Sternguard that he has been with the whole time. The Chaptermaster goes with the Terminators. These Terminators ride in the Redeemer, and go after the same things that the Vanguard go after, heavy units/vehicles.
5 Scoring units, one of which is in a Fast Vehicle (Land Speeder Storm) should be plenty (especially with Combat Squads) for any of the current missions. The Sternguard with He'Stan should hold the worst of the objectives, and if need be, support from the Vanguard or the Terminators directed towards there, as Sternguard should shoot before fight in combat.
The plethora of melta-weapons and thunderhammers should reduce Mech lists to smouldering wrecks.

If you want, you can remove the Teleport homer from the Scouts to upgrade a Sarge in a Tac squad to have a powerfist. I left it in only for tactical flexibility with my Terminators.

Monday, October 12, 2009

Evolution of a List: SM 2500 pts (Salamanders):

Here is the previous 2k list

Salamander 2500 pt list


HQ: Forgefather Vulkan He’stan: 190
Troops: Tactical Squad (10): 235- Sergeant, bp & chainsword; Melta Gun; Lascannon; Rhino, Extra Armour
Troops: Tactical Squad (10): 240- Sergeant, bp & chainsword, teleport homer; Melta Gun; Multi-Melta; Rhino, Extra Armour
Troops: Tactical Squad (10): 225- Sergeant, bp & chainsword; Melta Gun; Multi-Melta; Rhino, Extra Armour
Troops: Scout Squad (5): 100- 4 x BP & CCW; Teleport Homer; Heavy Bolter w/ Hellfire Rounds
Fast Attack: Land Speeder Storm: 60- Heavy Flamer
Elites Stern Guard Veteran Squad (5): 225- 2 x Melta Gun; Razorback, Twin Linked Assault Cannon, Extra Armour
Heavy Support: Whirlwind: 85
Fast Attack: Vanguard Assault Squad (10): 730- Jump Packs; 8 x Thunder Hammer and Storm Shield; 2 x Lightning Claw and Storm Sheild
Fast Attack: Land Speeder Squadron (3): 210- 3 x Heavy Flamers, 3 x Multi-Meltas
Elites: Terminator Assault Squad (5): 200- Thunder Hammers and Storm Shields

Pts: 2500 Scoring Units: 4-7 KPs: 11, 19 (3, 2, 1 system Old ‘ard Boyz)

Evolution:
Assault Troops become heavy infantry/armour hunters
Land Speeder storm provides fast transport for a scoring unit

Tactics:
Much the same as the 2000 pt list.
The Vanguard are super hard hitting assualt troops now, with 8 Thunderhammers and 2 LC. All have storm sheilds. Check out the Power Unit: Vanguard Assualt Squad Hammer and Anvil load out for details on them.

The land speeder storm can swoop scouts in at the last moment onto an objective, or get them to an assualt where they can tip the balance.

Friday, June 19, 2009

Evolution of a List: Space Marine 2000 Pts (Salamanders)

Here are the 1000 pt, 1500 pt, and 1750/1850 points posts

Okay, its been a while but here is the next part in the current evolution. A 2000 pt Spacemarine list, specifically, the Salamanders.

HQForgefather Vulkan He’stan: 190
TroopsTactical Squad (10): 235- Sergeant, bp & chainsword; Melta Gun; Lascannon; Rhino, Extra Armour
TroopsTactical Squad (10): 225- Sergeant, bp & chainsword; Melta Gun; Multi-Melta; Rhino, Extra Armour
TroopsTactical Squad (10): 225- Sergeant, bp & chainsword; Melta Gun; Multi-Melta; Rhino, Extra Armour
TroopsScout Squad (5): 75- 5 x Sniper Rifles
ElitesStern Guard Veteran Squad (5): 185- 2 x Melta Gun; Rhino, Extra Armour
Heavy SupportWhirlwind: 85
Fast AttackVanguard Assault Squad (10): 370- Jump Packs; Thunder Hammer and Storm Shield
Fast AttackLand Speeder Squadron (3): 210- 3 x Heavy Flamers, 3 x Multi-Meltas
ElitesTerminator Assault Squad (5): 200- Thunder Hammers and Storm Shields

Pts: 2000 Scoring Units: 4-7 KPs: 10, 17 ('ard Boyz)

Hobby Notes:
The Sternguard Razorback is downgraded back to a rhino. Simple swap of turret for hatch, so be able to do that.

Evolution:
Inclusion of scouts/infiltrators(the scouts), pinning weapon and heavy shock troops(the Terminators)

Tactics
Well much of it is the same as the old posts (linked at the top of this posts) but now you have 2 new units to play with.

For the scouts, they all have sniper rifles. If you can infiltrate them into an objective, then go for it. They will be most usefull there. They are decent fire support and wound on a 4+ automatically. Pinning should also slow your enemy down. For a mere 75 points, they are a good scoring unit, just keep them there. If they can't get to an objective, as least get them where they have cover but the greatest feild of fire.

The Terminators will hurt. 2+ Armour saves and 3+ invulnerable save are brutal. Especially when each has 2 S8 power weapon attacks that can stun and give crew shaken to any vehicle in addition to normal damage (see pg 42 main rulebook for thunderhammer full rules). And since you have Vulkan, all those attacks are master crafted.
A great way to use these guys is as a fire magnet as well. People are going to fear them, so they shoot them. BUT these guys can absorb alot of fire and still come out strong. They still do die though, so don't be reckless. Use them in this role only when you know there is no other choice. If your in turn 5 and it is either them getting shot at or that tactical squad that you need to sieze an objective, make the Terminators the bait.
And remember, they can teleport, so deep striking is an option. If there is an objective out of reach, or a unit that just must die, you can drop these guys in next to them. They are tough enough that they should survive a turn of being pounded with shooting relatively intact. Then they just march forwars and contest the objective/eliminate the opposition (and quite often, both).

Well, there is the 2000 point list. Leave any comments you may have.

Friday, May 1, 2009

Evolution of a List: 1750/1850 Space Marines (Salamanders)

See the previous list here.

Forgefather Vulkan He’stan: 190
Tactical Squad (10): 235- Sergeant, bp & chainsword; Melta Gun; Lascannon; Rhino, Extra Armour
Tactical Squad (10): 225- Sergeant, bp & chainsword; Melta Gun; Multi-Melta; Rhino, Extra Armour
Tactical Squad (10): 225- Sergeant, bp & chainsword; Melta Gun; Multi-Melta; Rhino, Extra Armour
Stern Guard Veteran Squad (5): 225- 2 x Melta Gun; Razorback, Twin-Linked Assault Cannon, Extra Armour
Whirlwind: 95- Storm Bolter
Assault Squad (5): 125- Lightning Claw; Flamer
Vanguard Assault Squad (5): 220- Jump Packs; Thunder Hammer and Storm Shield
Land Speeder Squadron (3): 210- 3 x Heavy Flamers, 3 x Multi-Meltas

Pts: 1750 Scoring Units: 3-6 KPs: 9, 16

Forgefather Vulkan He’stan: 190
Tactical Squad (10): 235- Sergeant, bp & chainsword; Melta Gun; Lascannon; Rhino, Extra Armour
Tactical Squad (10): 225- Sergeant, bp & chainsword; Melta Gun; Multi-Melta; Rhino, Extra Armour
Tactical Squad (10): 225- Sergeant, bp & chainsword; Melta Gun; Multi-Melta; Rhino, Extra Armour
Scout Squad (5): 75- 5 x Sniper Rifles
Stern Guard Veteran Squad (5): 225- 2 x Melta Gun; Razorback, Twin-Linked Assault Cannon, Extra Armour
Whirlwind: 95- Storm Bolter
Vanguard Assault Squad (10): 370- Jump Packs; Thunder Hammer and Storm Shield
Land Speeder Squadron (3): 210- 3 x Heavy Flamers, 3 x Multi-Meltas

Pts: 1850 Scoring Units: 4-7 KPs: 9, 15

Hobby Notes:
Be ready to switch the Flamers in the Sternguard to melta-guns and the chainswords to power weapons. The Sternguard Rhino should be able to be converted to a razorback with both HB and an Assault Cannon. My recommendation to do this is buy 2 razorback kits. Use one as a Rhino for the Tac squads and then use the parts to make two seperate turrets for the Razorback.
The Assualt squad transforms into Vanguards.
As well, be ready to change out weapons on the Vanguards. Either 2 sets or magnetize the arms so they can be exchanged.

Evolution: 
1750- Inclusion of a Rending Weapon, Deep Striking Specialists (Vanguards)
1850- Scouts, Snipers

Tactics:
Okay, everything is exactly the same as in the 1500 list. The Sternguard are a little stronger with the Twin-Linked Assault Cannon on their Razorback.

The Vanguard are the new toy in this list. Heroic intervention can be useful when you want to use it. If not using that, just utilize the squad the same as the assault squad, just know that they are more reliable and better in combat. The thunder hammer can kill characters (or stun them) and break vehicles just as well. A 3+ invulnerable save keeps the sarge around. Note, you lost the Assualt Squad in the 1850 list, but have the same number of jump troops. Combat Squads can be put to good use here.

The snipers are extra fire support. Scouts have plenty of good rules to get them into objectives from where they cover your army. Plus, the snipers take out high T targets, so prioritize their shots.

Thursday, April 23, 2009

Evolution of a List: SM 1500 pts (Salamanders)

Check out part one of the SM list evolution here.

Part 2

Forgefather Vulkan He’stan: 190
Tactical Squad (10): 235- Sergeant, bp & chainsword; Melta Gun; Lascannon; Rhino, Extra Armour
Tactical Squad (10): 225- Sergeant, bp & chainsword; Melta Gun; Multi-Melta; Rhino, Extra Armour
Tactical Squad (10): 225- Sergeant, bp & chainsword; Melta Gun; Multi-Melta; Rhino, Extra Armour
Stern Guard Veteran Squad (5): 190- 2 x Combi-Meltas; Razorback, Extra Armour
Whirlwind: 95- Storm Bolter
Assault Squad (5): 130- Lightning Claw (or Power Weapon), Combat Shield; Flamer
Land Speeder Squadron (3): 210- 3 x Heavy Flamers, 3 x Multi-Meltas

Pts: 1500 Scoring Units: 3-6 KPs: 8, 14

Hobby Notes:
Be ready to switch the Flamers in the Sternguard to melta-guns and the chainswords to power weapons. The Sternguard Rhino should be able to be converted to a razorback with both HB and an Assault Cannon. My recommendation to do this is buy 2 razorback kits. Use one as a Rhino for the Tac squads and then use the parts to make two seperate turrets for the Razorback.

Evolution:
Inclusion of a Heavy Support Choice, Skimmers, and dedicated Assault troops. The Heavy Support is further a new concept with Ordnance Barrage. The assault troops are jump troops, another new concept.

Tactics:
This list is very similar to the 1000 pt list with the units that are the same.

Vulkan stays with the Sternguard, who get upgraded from a Rhino to a Razorback. This gives them some covering fire with the Twin-Linked Heavy Bolters. Since you now have the Heavy Bolters, I went ahead and switched the flamers in the squad for Meltaguns. High toughness targets beware. The flamers are no longer as needed because in 1500 points, excessive horde armies shouldn’t appear all to often, and the Bolters of the Tactical squads, plus the Land Speeder Squadron I added (heavy flamers), should be able to handle any large infantry block. Couple that with the whirlwind, and hordes beware.

Anyways, you get within rapid-fire range with these guys, preferably 6 in, unload in the shooting phase. Meanwhile you  broke Hestan away in the movement phase and kept him next to the Sternguard. You then assualt with him and break the squad.

The Tactical squads serve the same roles. Don’t hesitate to use the combat squads rule to capture objectives. Besides, 4 of the combat squads have Melta-Weapons. Monstrous creatures will fear you. Lascannon is in there for some 48” reach. Take out that hammerhead before it becomes too much of a nuisance.

The Assault Squad now gives you dedicated assault troops that are jump troops to boot. Assault squads are always nice. They negate any advantage inherent in non-jump assault type units/armies (Khorne Berserkers being a prime example). They should always get the assault, and if they don’t, you are doing it wrong. Use them against easy to beat units, such as enemy troops choices. You can assault into objectives with the frag grenades, flaming them before hand, negating out their cover saves. The lightning claw/power weapon choice is down to your personal preference. The power weapon gives you +1 A, but the lightning claw lets you re-roll your to-wound rolls. Choose which ever you like more, both have their advantages. The former is best for the intended roll of the squad, but the lightning claw lends some diversity, allowing them to engage high T units or enemy characters. Combat shield also lends nicely to this role.

The Land Speeder Squadron is a two-fold unit and in mega-amplified by Vulkan. They can easily flame their way through infantry then end up slamming into your opponents Armour. They are particularly nice against Guard or Tyranid armies, where the heavy flamers take out infantry one turn and the multi-meltas engage Monstrous Creatures or Leman Russ the next.

The last addition is the Whirlwind. Set it up behind cover and fire every turn of the game. For only 95 points, it is a great choice and I personally believe it to be a shoe-in for any Vanilla SM builds. Three types of ordnance in one choice. Golden. The storm bolter is for defensive purposes, but if you’d rather spend the 10 pts elsewhere, be my guest. May I suggest melta-bombs on the Assault Sergeant.

There you go. Part two of the SM evolution done. Sorry it took a while to get it up. Expect this line to finish late May/early June. I made a writing schedule yesterday, so I should be able to stick to it.

Saturday, March 28, 2009

Evolution of a List: 1000 pt Space Marines (Salamanders)

So here is my 1000 pt Space Marine list to kick off the Space Marine Evolution of a List Sequence. For those of you who don't know what that is, I start with a small list and build upon it, developing an army in much the way a hobbyist would by slowly adding units and new concepts/tactics to the list.

HQ- Forgefather Vulkan He’stan: 190
TROOPS- Tactical Squad (10): 220- Sergeant, bp & chainsword; Melta Gun; Lascannon; Rhino
TROOPS- Tactical Squad (10): 210- Sergeant, bp & chainsword; Melta Gun; Multi-Melta; Rhino
TROOPS- Tactical Squad (10): 210- Sergeant, bp & chainsword; Melta Gun; Multi-Melta; Rhino 
ELITES- Stern Guard Veteran Squad (5): 170- 2 x Combi-Flamer; Rhino

Pts: 1000 Scoring Units: 3-6 KPs: 5, 8 (Hard Boyz)

Hobby Notes: 
Be ready to switch the Flamers in the Sternguard to melta-guns and the chainswords to power weapons. The Sternguard Rhino should be able to be converted to a razorback with both HB and an Assault Cannon. My recommendation to do this is buy 2 razorback kits. Use one as a Rhino for the Tac squads and then use the parts to make two seperate turrets for the Razorback.

Tactics:
Okay simple tactics here. Vulkan gets attached to the Sternguard. He is going to stay with them through the whole series. They are a potent squad with their bolters. They should be able to tear apart squads with their weapons and then weather an assault with Vulkan.

3 Tactical Squads will remain the core of the army. The Lascannon is to give some long range umph and the vast amouts of melta owes to having Vulkan. Plus they are cheap and good, doubly good with Vulkan treating all Melta weapons in the army as Master Crafted. Basically: Take objectives and kill stuff. You can also use combat squads to spread out and take more objectives, which in a 1000 pts game can be usefull. And you can footslog guys to the near objectives and motor guys out to further ones. But don't get too spread out so that your opponent can eliminate your smaller squads piecemeal. 

Everything mounts up in a basic Rhino for now. Thought about Drop Pods, but for the same cost, I like rhinos, as they are moving cover and will help support other ground units later on by having the Tac Squads on the table rather than stuck in Reserves.

So there you go. I went with Salamanders because everyone and their mom does Kantor. So Vulkan it was, giving me alot of AP 1 potency, saving me from having to worry about buying lascannons and such. And I also want to avoid deep striking too much through the list. Many lists are built to counter that these days, and conventional tactics work just fine.

Wednesday, March 18, 2009

Evolution of a List: Eldar 3000 pts

Check out all the earlier lists here.

HQ
Autarch- 125: Warp Jump Generator, Power Weapon, Fusion Gun, Mandiblasters
Farseer- 155: Spirit Stones, Jetbike, Fortune, Mindwar

Elites

Wraithguard (5+1)- 356: Warlock, Spiritseer, Enhance; Wave Serpent, Twin Linked Bright Lances
Fire Dragons (6)- Exarch, Fire Lance, Crack Shot

Troops
Guardian Jetbikes (6+1)- 205: 2 x Shuriken Cannon; Warlock, Singing Spear, Embolden
Guardian Jetbikes (6+1)- 212: 2 x Shuriken Cannon; Warlock, Enhance
Dire Avengers (10)- 280: Exarch, Power Weapon, Shimmershield, Defend, Bladestorm; Wave Serpent, Twin Linked Scatter Lasers
Guardians (11+1)- 268: Warlock, Conceal; Starcannon; Wave Serpent, Twin-Linked Scatter Lasers
Rangers(6)- 144: Pathfinders

Fast Attack
Warp Spiders (10)- 262: Exarch, Extra Deathspinner, Power Blades, Withdrawal
Warp Spiders (10)- 262: Exarch, Spinneret Rifle, Power Blades, Withdrawal
Vyper Squadron (3)- 205: Bright Lance, 2 x Eldar Missle Launchers
 
Heavy Support
Falcon Grav Tank- 170: Scatter Laser, Holo-fields, Vectored Engines
Falcon Grav Tank- 180: Star Cannon, Holo-fields, Vectored Engines

Pts: 2999 Scoring Units: 5 KPs: 14, 24 ('ard Boyz)

Evolution:
Infiltators (the Rangers). This gives you an extra scoring unit that can deploy closer to objectives on the table. These guys as an added bonus have stealth and move through cover.
Snipers (the Rangers again). A type of weapon not yet present in the army is sniping weapons. These cause pinning and have a high rate of wounding. C'tan and other Montrous Creatures have a fear of sniping.

Tactics: 
The earlier lists detail most of this. Only the Rangers really need to be described here.
You have two options with them: Infiltrate or deploy in the second falcon. This is really a personal choice that varies from mission to mission. In 4th ed. I would have hesitated to infiltrate in this army, but 5th ed. makes cover saves alot easier to gain, so it is up for debate. The Falcon though does gives them the flexibility of rapidly moving around the feild to take objectives or get within their 36 inch range with their heavy weapons. Set these snipers in an objective with Warp Spiders for counter assaults and/or to thwart approaching enemies.

Other changes in the list include a Warlock with Conceal to aid the survival of the Guardians, some better weapons on some vehicles, upgrades on the autarch to make him more fierce in combat. As well, the second falcon adds a bit more firepower.

Hobby:
Make sure you are able to convert the Autarch to be usable in all lists, and have the weapons on the wave serpents/falcons/vypers able to switch out.

Thats it for the Eldar. What list do you want done next? Hit the right -->. Not doing a full weeks vote though this time.

Plan of the Day: Get paint to airbrush my tanks and get some magnets for 2 projects.

Thursday, February 5, 2009

Evolution of a List: Episode Four- Eldar 2500 pts

Check out Episode 3- Eldar 2000 pts here (with links to episode 1 & 2 in it) to see the changes made.

HQ
No changes

Elites
No Changes

Troops
+Dire Avengers (10)
 Exarch
  Power Weapon
  Shimmershield
  Defend
  Bladestorm
 Wave Serpent
  Twin Linked Scatter Lasers

+Guardians (12)
 Starcannon
 Wave Serpent
  Twin-Linked Shuriken Cannon

Fast Attack
No Changes
 
Heavy Support
No Changes

Pts: 2500 Scoring Units: 4 KPs: 15, 22 (Hardboyz)

Hobby notes: Nothing different from previous lists

Evolution: Addition of Scoring units. Critical in larger battles to weather the firepower/numbers your opponent will have. Addition of standard infantry to the list. Typically this happens earlier in armies and tends to be a building block, but this list was intended to be outside the box.

Tactics: Everything operates the same as before but for the new editions to the list.

The Guardians are solely for taking and sitting on an objective and providing what fire support that they can with the star cannon which is good against small heavy infantry units, such as terminators. The wave serpent takes them where they need to go and lends to their anti-infantry fire or departs to go give anti-infantry cover to squads that may need it more, such as the firedragons or even the Jetbikes.

The Dire Advengers are for storming and taking objectives. The wavesperpent allows them to advance with the rest of your army. The bladestorm is critical for this, as they stroll up, unleash 27 S4 AP 5 shots and then assault for 18 Attacks at WS 4 I 5 and 3 WS 5 I 6 Power weapon attacks, with a 5+ invulnerable save on the squad in addition. This is perfect for hitting power weapon totting soft targets, such as Guard command squads, Sister Repentia etc. etc. Plus the squad has decent armour saves already.

Thursday, January 22, 2009

Evolution of a list: Episode three- 2000 pts eldar

Episode 1: 1500 pts

Episode 2: 1750, 1850

HQ
Autarch
Warp Jump Generator
Power Weapon
Fusion Gun

Farseer
Spirit Stones
Jetbike
Fortune
Mindwar

Elites
Wraithguard (5 + 1)
Warlock- 46
Spiritseer
Enhance
Wave Serpent
Twin Linked Bright Lances

Fire Dragons (6)
Exarch
Firepike
Crack Shot

Troops

Guardian Jetbikes (5 + 1)
1 x Shuriken Cannon
Warlock
Singing Spear
Embolden

Guardian Jetbikes (5 + 1)
1 x Shuriken Cannon
Warlock
Enhance

Fast Attack
Warp Spiders (10)
Exarch
Extra Deathspinner
Power Blades
Withdrawal

Warp Spiders (10)
Exarch
Spinneret Rifle
Power Blades
Withdrawal

Vyper Squadron (3)
Bright Lance
2 x Eldar Missle Launchers

Heavy Support
Falcon Grav Tank
Scatter Laser
Holo-fields
Vectored Engines

Pts: 1999 Scoring Units: 2 KPs: 11, 20 (Hard Boyz)

Changes from previous list (1850):
Elites:
Addition of the Fire Dragons
Fast Attack:
Vyper Squadron: Lose the shiruken cannons, change the scatter laser and star cannon to a second missile launcher and a bright lance.
Heavy Support:
Lose the Fire Prism
Add a Falcon

Hobby/Modeling Challenges/changes:
Magnetize and be able to switch out the Vyper Weapons easily
Be able to switch the Fire Prism to a Falcon. Be able to represent vehicle modifications.

EVOLUTION: Addition of highly specialised unit with a sole purpose/drive/ability.

Tactics:
Much the same for the other lists BUT now you have an additional group of aspect warriors.
The Fire Dragons can easily neutralize any enemy armour or heavy infantry and make half decent assault troops, easily able to decimate a hardened group with the meltas and then with WS 4 I 5 4+ saves, they can hold their own in combat against whatever is left.
These guys are especially great for taking out Monstrous Creatures/IC and retinue. Their meltas will eat smaller squads and high T units up and Crack Shot just reinforces that. The firepike is also nice to get those extra 6" of S8 AP1 when needed.
Keep in mind, expend these guys if need be. Get them close and shooting. Cause as much damage as possible with those S8 weapons. Doesn't matter it you lose everyone if they take out multiple vehicles/units.

The Falcon is for transporting the Fire Dragons. Use its scatter laser to cover the squad from any incoming infantry and let them focus on what they do best (hunting big guys).

The switch in the Vypers is needed for points and for power. The bright lance will help neutralize any vehicle from afar that the fire dragons just can't hadle at the time. The Missile launchers are for versatility and engaging infantry.

All in all, the mobility is kept intact. Killing Power is increased greatly by that many S8 weapons. Enjoy.

Monday, January 12, 2009

Evolution of a list: Episode two- 1750 and 1850 pts Eldar

Check out the 1500 pt list first and then check out the "Evolution" of the list here.

1750 List
Changes: - is removed. + is added

HQ
Autarch
-Banshee Mask

Elites
Wraithguard Wave Serpent
+Vectored Engines

Troops
Guardian Jetbikes (first entry)
+ 1 more jetbike so the entry is (5+1) rather than (4+1)

Fast Attack
Warp Spiders (both units)
+ add Spiders untill both units consit of 9 and an Exarch for a total of 10.

Vyper Squadron
+Add another Vyper equipped with a Star Cannon
+Add Shuriken Cannons to all Vypers

Pts: 1748 Scoring Units: 2 KPs: 8, 16 (3,2,1 system)

1850 List
Changes: - is removed. + is added from the 1750 list above NOT THE 1500.

Elites
Wraithguard Wave Serpent
-Vectored Engines

Troops
Guardian Jetbike Warlock
-Singing Spear

Fast Attack
Vyper Squadron
- 1 Shuriken Cannon (for a total of 2 in the squadron now)

Heavy Support
+Fireprism
+++Shuriken Cannon

Points: 1850 Scoring Units: 2 KPs: 9, 18 (Using 3,2,1 system)

Hobby Changes for both lists: The Cannons/Catapults on the Vypers need to be magnetized to swap them out from list to list, as well as the Vyper's main weapons. Vectored engines need to be represented on the Wave Serpent (If that is even required to be modeled). The Autarch either need a magnetized head or a head with a Banshee Mask and Mandiblasters. Make sure that the Fireprism is convertible to a Falcon via magnets, because this is the only time it gets used. Still a good investment though for Apocalypse. As well, a warlock needs to be able to switch between spear and witchblade (although I would most often let a spear be used as a witchblade, just not the other way around).

Tactics for 1750 list
Preyty much the same tactics as the 1500 list, just now you have the extra firpower in the Vypers. That Star Cannon can take out heavy infantry with ease, as well as dent many a vehicles side armour. As well there are a few more warp spiders (which will help keep numbers up if you loose some in the jumps) and another jetbike, which provides that one last buffer in your scoring units. The vectored engines help protect the wraithguard. You lose a banshee mask, but that wasn't critical to the strategy anyways.

EVOLUTION: Growing force, larger units, morefirepower. 1st logical step is to make little things bigger.

Tactics for 1850 list
Okay, here is a little bit more change. You no longer have the vectored engines on the serpent, so it is back to what your 1500 capability was. You also lose a Shuriken on a Vyper and a Singing Spear in your Jetbikes. BUT you gain a heaping portion of firepower with the fireprism. Use it to deal with the hardened targets popping up at this point level, as well as eradicating swathes of troops, especially anything vulnerable to blasts. With 2 methods of fire on the prism, tanks and infantry are easily dealt with, and even heavy infantry from the focused shot. It is like a blast las cannon. And with 60" range, the entire board is at its mercy.
A Shuriken Cannon has been moved from a Vyper to the Fire Prism so that if you get weapon destroyed and loose that prism cannon, you at least have something destructive.

EVOLUTION: Addition of Heavy Support to add a little UMPH

SO there you go. Next time I will post a full list for the 2000 so you don't have to link back.

Friday, January 9, 2009

Evolution of a list: Episode one - 1500 pts Eldar

Okay, so I am going to start a little series that will be updated every so often, taking a list from a basic 1500 pt list and adding on a little each time up to 3000 pts, just to show how a theme can evolve.

First installment was between Blood Angels and a Eldar force I have always wanted to play. I decided on the Eldar though because of the uniqueness of my list.

HQ
Autarch-
Warp Jump Generator
Power Weapon
Fusion Gun
Banshee Mask

Farseer-
Spirit Stones
Jetbike
Fortune
Mindwar

Elites
Wraithguard (5 + 1)
Warlock
Spiritseer
Enhance
Wave Serpent
Twin Linked Bright Lances

Troops
Guardian Jetbikes (4 + 1)
1 x Shuriken Cannon
Warlock
Singing Spear
Embolden

Guardian Jetbikes (5 + 1)
1 x Shuriken Cannon
Warlock
Enhance

Fast Attack
Warp Spiders (7)
Exarch
Extra Deathspinner
Power Blades
Withdrawal

Warp Spiders (8)
Exarch
Spinneret Rifle
Power Blades
Withdrawal

Vyper Squadron (2)
Scatter Laser
Eldar Missle Launcher

Pts: 1499. Scoring Units: 2 KPs: 8, 16 (3, 2, 1 system)

Okay, so I have here a fast Eldar army with a preference for Warp Spiders. Many people don't like them, but as I said, I like Jump Troops. These guys are better than Swooping Hawks, have high S weapons (although no AP) that can kill vehicles from the rear on a AP roll of 6+. I know that isn't too great, but they are also Assault 2 so everyone that hits (BS 4 and 5) gets 2 rolls and the spinerent rifle on a 4+ since it is AP 1. The other thing about Warpspiders is that the Exarch has at least 3 Power Weapon attacks from the powerblades, and as jump infantry are most likely to get the charge, so that is 4 power weapon attack at WS 5 I 6 first round of combat. They also wear power armour, which is great. On average they will move 7 inches with their Jump Packs rather than 6, with a potential to move further. The only draw back is if you roll a double, which is 1/6 chances, which means in a game you are likely to lose 1 warp spider per game if you Jump every turn. BUT you should only make 3-4 jumps at most SO the chances of loosing a warp spider aren't too high. From both squads, you should only lose 1 most games. In this case, I added the Autarch to the warp spiders as well. He goes in the Squad without the Spinneret so that they also have an AP 1 weapon. The Banshee Mask helps with assaults and the power weapon for obvious reasons. Both units have Withdrawal giving them the hit-and-run special rule. So if they prove to be too much or you want to open them up for shooting and move on to the next target without having to wait for the end of the next assault phase. What is extra nice is that this can be done in your opponents phase as well if you want, so you can assault in your turn, keep them tied up through his so they can't shoot, and then escape yourself at the end of his turn. You can then even re-assault him if you want, gaining assault bonuses all over again PLUS a round of shooting with your S6 assault weapons.

The Jetbikes are the troops of the list. The idea is to ride around killing all game and on that last turn, turbo-boost into the objective. Farseer rides around with the smaller squad, using fortune to protect them when needed and Mindwar against opportune targets. The singing spear can also take out big beasties/characters with its 2+ to wound. The S9 also is nice for neutralizing vehicles.

The wraith guard are your heavy assault troops. Use the Wave Serpent to take them where they need to go and its bright lances to deal with any Armour 14 targets on the table. The wraith guard then get enhanced by their accompanying warlock making them WS 5 S 5 T 6 I 5 combat beasts with a 3+ armour save. They also should do some nasty shooting needing 3+ to hit and 4+ to wound with assault 1 AP 2 weapons. These guys can take on terminators fairly well (and kill the LR that they were riding in).

The Vypers are your support. They have a nearly full 1/2 of the heavy weapons in the list. Use them to engage targets that need to be blown to smithereens. Usually I wouldn't do different types of weapons, but in this small of a list the diversity is needed. Against infantry, the scatter and Frak missile is great. Against vehicles, you have to hit the rear with the scatter, but the Krak is one of your best options in the army.

Items to prep with Magnets: Vyper weapons. You are going to be adding cannons and different main weapons down the road. Also put magnets on/in the Autarch's head OR make a Banshee Mask with Mandiblasters. Up to you.

So there you have it. 1500 pts of eldar. A good starting point for a new army. Not for a new player though. A lot of metal parts and a list requiring advanced maneuvering tactics. I think mostly vets read this blog right now anyways.