Thanks to the good input of you fellow readers I altered the list quiet a bit.
The army is still centered around the Seer Council- in fact it got harder as I invested more points into them. My Farseer now has a Singing Spear and I gave him Spirit Stones so that he can use a second psychic power. I chose "Doom" so he can help the rest of the army to bring down a single unit efficently.
The Warlocks got another two Destructors (Heavy Flamers) since experienced reader suggested I need these to soften up big units before assaulting them (who am I to question them?). Although weaker units will be wiped out by this treatment there won't be an assault, that should be ok since I can jump back afterwards. Then I'm not engaged and can cast "Doom" in my following shooting phase (if I don not get countercharged that is).
Concerning my lack of firepower I exchanged the Falcons for Fireprisms. They should stand back and shoot at doomed units- cheap and annoying. Since I lost the transport capacity of the Falcons but wanted to stay 100% mechanized I equipped my infantry with Serpents. Their Forcefield seems to be better against Meltas when concidering the math- and those nasty weapons have the tendency to multiply since the introduction of the 5th edition.
To get the points for these investments I stripped the Firedragons down 5 man witout exarch and replaced the Dire Avengers for Assault Guardians. There are now at least two flamers who could help in last turn situations and against a doomed unit even the low strength of 3 could do some damage in closecombat.
Modelwise I have 4 Serpents, 2 Fireprisms, 30 Infantry and 9 Seer Jetbikes. That still looks accompishable (does this word exist?) and I have a good feeling about the playability.
What do you think: Is this better?
The army is still centered around the Seer Council- in fact it got harder as I invested more points into them. My Farseer now has a Singing Spear and I gave him Spirit Stones so that he can use a second psychic power. I chose "Doom" so he can help the rest of the army to bring down a single unit efficently.
The Warlocks got another two Destructors (Heavy Flamers) since experienced reader suggested I need these to soften up big units before assaulting them (who am I to question them?). Although weaker units will be wiped out by this treatment there won't be an assault, that should be ok since I can jump back afterwards. Then I'm not engaged and can cast "Doom" in my following shooting phase (if I don not get countercharged that is).
Concerning my lack of firepower I exchanged the Falcons for Fireprisms. They should stand back and shoot at doomed units- cheap and annoying. Since I lost the transport capacity of the Falcons but wanted to stay 100% mechanized I equipped my infantry with Serpents. Their Forcefield seems to be better against Meltas when concidering the math- and those nasty weapons have the tendency to multiply since the introduction of the 5th edition.
To get the points for these investments I stripped the Firedragons down 5 man witout exarch and replaced the Dire Avengers for Assault Guardians. There are now at least two flamers who could help in last turn situations and against a doomed unit even the low strength of 3 could do some damage in closecombat.
Modelwise I have 4 Serpents, 2 Fireprisms, 30 Infantry and 9 Seer Jetbikes. That still looks accompishable (does this word exist?) and I have a good feeling about the playability.
What do you think: Is this better?
Farseer [178]
1 x Farseer
1 x Eldar Jetbike
1 x Singing Spear
1 x Runes of Warding
1 x Spirit Stones
1 x Doom
1 x Fortune
Warlock Unit [509]
8 x Warlock
8 x Eldar Jetbike
1 x Witchblade
1 x Singing Spear
2 x Destructor & Witchblade
2 x Destructor & Singing Spear
1 x Embolden & Witchblade
1 x Enhance & Witchblade
Fire Dragon Squad [190]
5 x Fire Dragon
1 x Wave Serpent Transport
1 x TL Shuriken Cannons
1 x Spirit Stones
Fire Dragon Squad [190]
5 x Fire Dragon
1 x Wave Serpent Transport
1 x TL Shuriken Cannons
1 x Spirit Stones
Guardian Assault Squad [212]
10 x Assault Guardians
2 x Flamer
1 x Wave Serpent Transport
1 x Shuriken Cannon
1 x TL Shuriken Cannons
1 x Spirit Stones
Guardian Assault Squad [212]
10 x Assault Guardians
2 x Flamer
1 x Wave Serpent Transport
1 x Shuriken Cannon
1 x TL Shuriken Cannons
1 x Spirit Stones
Fire Prism [125]
1 x Fire Prism
1 x Spirit Stones
Fire Prism [125]
1 x Fire Prism
1 x Spirit Stones
Sum 1741
Comments
For the new list:
1. I've actually removed the Prisms from my Council-based lists. The problem I had was my Council and other units kept fouling the shots from my Prisms. I was conferring saves, risking my own units, or shooting at sub-optimal targets. Plus, I feel the best targets for Prisms are horde... something your mass of Template weapons are for.
However, this is something that's from the standpoint of a very aggressive player. Your mileage may vary.
2. I'd stripe your Warlocks with another Singing Spear or two, but that's a minor issue.
3. I prefer the extra oomph of a Destructor Warlock in with the Stormies. However, this isn't critical either.
Overall, I like the list. There's a number of little tweaks I'd do were it mine, but those are mostly personal tweaks dependent on playstyle rather than generics.
I hve some points left for spears but wasn't taking them because I wanted to allocate wounds better. I think I will have to playtest these.
The Prisms will see playtesting as well- I can still switch them for Multilaser Falcons if I find taking too many losses from riendly fire.
Thy for the feedback again.