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added unit explanations and strategy for a better picture of this example Alaitoc army1 Avatar 155
The HQ was one of the last choices. It's about the decision for a Farseer with Doom to support the Avengers and Snipers or to create a fearless block of footsloggers. Footies are always in danger of getting gunned down or being wiped by a combined attack by Fast Assault troops. Along with the excellent attack-stealing ability the longer range of the Avenger guns allow you to create a big area of threat around the center of the field. They cannnot be ignored completely due to damage output and they cannot be removed quickly due to fearless either!
The Avatar forces the opponent to closely think about what to shoot first (prevent Prisms and Falcon from shooting or accept massive Shuriken Fire from turn 2 on. Along with the Avengers he is an anchor that makes elite assualt troops to calculate expensive casualties or stop a swarm rush. 6 Fire Dragons incl. Exarch + Dragon’s Breath, Crack Shot 113
This is the unit for heavy anti-tank duties. I prefer the Dragon's Breath along with Crack Shot each time I have the points for it. It causes a higher number of wounds allowing you more infantry kills than the single shot fusion gun and rerolls are much more effective than additional attacks/shots. The remaining guns of the unit are still sufficient to down a tank. Here comes the other bonus of the flamer: If the regular dragons just downed a transport / forced the passengers to get out (after a penetrating hit), the Exarch can fire his flamer at the tank and "accidentally" cover several cowered models around the exit hatch in the same shooting phase.5 Pathfinders 120
5 Pathfinders 120
Pathfinders have been selected over Rangers just because of the improved cover save and increased mobility to get into better cover- / firing positions. The additional AP chance only gets significant along with Doom. Nevertheless they cause an occasional casualty, forcing pinning tests. Focus on expensive/threatening squads. Don't fear just withdrawing them behind the terrain in case an assault team broke through as they are mainly seen as point denial. When being only slightly annoying they tend to get forgotten by the opponent so you can proceed capturing objectives with their Fleet of Foot rule the last two turns.
By downgrading one team to Rangers and removing the Vyper you could also try to add a Doomseer impairing your tank hunting and versatility though.10 Dire Avengers incl. Exarch, Double-Catapult 137
10 Dire Avengers incl. Exarch, Shimmershield, Defend 162
Their main benefits have been addressed in the Avatar section as they are to be teamed. The defend team slightly put forward to receive the charges while the other is in for fire support. Their numbers and range allow for some horde control. When they reach the center fo the board along with the Avatar they can almost cover the whole board with shuriken fire. 4 Shining Spears incl. Exarch, Starlance, Exp. Pilot, Withdraw 202
If the Avengers/Avatar got locked in combat it's the Spears who are in to make the decision. Alternatively they can do a combined charge with them or the Spiders giving you a chance to fire at the opponent with their weapons. When using them combined with other units it allows you to withdraw from combat in the same turn already sparing them their ineffective second round (which tends to get powerfist-heavy) and hide behind the close-combat screen. This should be doable by the quick removal of opposing fast units as detailed in the strategy section. If you use them on their own only they are about to get killed inevitably not only by shooting, but also in close combats as the absence of the Lance-Autarch removes a lot of attacks. This can be seen in the tourney report repeatedly. 6 Warpspiders incl. Exarch, Withdraw, Surprise Assault,
Double Spinners, Powerblades 184
Powerblades and Withdraw to work as a close combat support unit. The Spiders are usually the staying part in a close combat if tag-teamed with the Spears. With Avengers close behind they can leapfrog via Withdraw to a firing position for their next target. The large unit of Avengers in close combat can also be a good cover for a secondary jump if it would be better to punish a enemy by Weaver Fire. The surprise assault should only be used if the board is low on terrain or there are indirect fire weapons that need to be taken care of or for banishing exited Harlies. 1 Vyper with 2 Shurikencannons 60
Multi-Purpose unit. Primary aiming for side armour it is overall so versatile you should read it yourself: <a href="http://www.40konline.com/index.php?topic=156227.msg1879545#msg1879545" All hail the Vyper!</a>Falcon with Scatterlaser, Holofield, Spirit Stones 175
The Scatterlaser is most effective for hunting light vehicles due to its additional shot and increased range compared to the Shurikencannon. No additional weapons purchased as this frontline vehicle gets shaken continually. For transporting the Fire Dragons into the best shooting positions available. After delivery you might fall back to a secure position again with the 24" move after being shaken to get after vehicles again the following round.Fire Prism with Holofield, Spirit Stones 160
Fire Prism with Holofield, Spirit Stones 160
Deepstriking units is dangerous with a Fire Prism on board and murderous with 2 of them ready to fire. Equipped for better survivability they should primarily go after (heavy) infantry with their big blasts and do vehicle hunting only secondary due to their low number of hits. Nevertheless it might be required to use the high strength long range fire power to shoot at a hidden Plate Thrower at the beginning until your more dedicated anti-tank units can get into position to deal with it. Keep in mind that they use just a single to hit roll and if the dice are failing you repeatedly with them you have a lot of points out there doing nothing. The same result can be achieved by an opponent directing his anti-tank fire to simply shaking them. Therefore set them up defensively and make use of their range and agressively hunt down specific targets after turn 3. Total: 1748General Tactics and Unit setupThis is basically a 3-part army: Avatar and Avengers form the Core (Anvil), Fire Prisms and Pathfinders the backward firebase and Spears, Spiders, Falcon, Dragons the mobile part (Hammer).
Start setting up the Fire Prisms defensively and react with the Dragons in the Falcon towards worthy targets, in certain circumstances you might be able to unload the Dragons first turn already and shoot other targets with the Falcon meanwhile.
Avatar and Avengers should almost always be setup at the middle of your setup area so that they can create the biggest area of threat when marching forward.
Against aggressive armies (e.g. Blood Angels, Tyranids) do a fully backward setup at your table edge instead. That's when the Prisms should go Genestealer hunting from turn one on, using their mobility to get past the monstrous-creature-hideout.
If there is no terrain covered approaching tunnel for the Spears at one flank to boost through, it's best to hold back the Spears until the first Close Combat has been created or the most dangerous weapons in your area have been eliminated. Accompany them with the Spiders.
The Vyper is your Joker to either sneak into the enemy's deployment zone, go for side armours, or in worst case act as target priority victim and mobile terrain. Usually it flies around with the S&S-team.
Everything is basically about holding a center to restrict movement and start hunting dangerous / valuable units with your mobile part. If the anchor gets denied by a kill on the Avatar the resources bound there allows your mobile units to suffer less fire and attack the other expensive parts of the army (see Tyranid game).
Dilemmas posed to your opponent:- three tanks and Avatar to chose for your anti-tank weaponry
- get Vyper or Spears or Spiders?
- can't catch Spears/Spiders in CC
- take time to shoot Avengers to the last man or get locked in combat?
- fire on Avengers or let you go the units' anti-tank weapons after the tank and risk Shuriken hail?
- focus on Falcon with Dragons or shake the Prisms in the first rounds?
Tourney Report1st Mission: Seek and Destroy against Joe (Clubhead) with not-that-Godzilla-Tyranids
Terrain was only few terrain on the table similar to the 5 on a dice with another piece in the middle of my side. The center piece was impassable terrain, all other LOS blocking. I started with setting up my Grav Tanks behind the left, middle and right terrain and watched where the Carnies rested. They were both setup in hard cover on the left and the right side of the table. As my right side gave a slightly better shooting corridor I setup both Avenger units there forming a triangle with the table edge, adding the Avatar there. Spears at the left with the Falcon to deny the flank if required and the Spiders in Reserve due to the lack of terrain. The Genestealer-boss and retinue in the middle along with the rest of the Hormagaunt and Termagaunt horde, center and right Venators, and a 6 Warrior-Squad winged with Rending Claws on the left, guarding the Support-Fex, two Gunfexes and the Zoanthrope (mostly out of range against my standard troops) while the Winged Hive Tyrant guarded the other Support-Fex. Rangers were setup in the middle and left side for providing support fire.
Let them come! He got first turn, charged forward, my attempt to isolate the Broodlord for the Pathfinders was eradicated by both Prisms being unable to hit. The Winged Warriors threatened my movement in the whole area, therefore Falcon, Dragons and Spears approached and killed them. The Avengers moved a little backwards, firing a volley and eradicating another Warrior unit. Dragons got attention from Hormas and Termas, steering towards them and removing pressure from the Avengers. The Spears and Vyper got annihilated by the Hard-Cover-Carni-Band, Hive Tyrant and the Hormagaunts approaching on the other side to my tarpit units. Spiders arrived and assisted the Fire Dragons in eliminating the Zoa, Swarms and took the charges of the Gribblies. Via Withdraw they killed all of them, while the Giants feared the Falcon. The Prisms annihilated the Broodlord’s retinue and a Horma-unit and I could force unwanted movements due to interrupted Synapse-range. The Avengers fired a volley at the Tyrant, the Avatar charged him and the Avengers got charged on the other hand. By eliminating the Tyrant the next turn the whole flank was without Synapse support and crumbled, beaten and gunned down by the Avengers who took only a few losses over the turns. I ignored the monsters and eradicated each other model on the field with the Prisms and the Avengers. When the game was called I won with 18-2 points.
Most valuable units: Avatar, Dire Avengers
Disappointed by: Shining Spears
2nd Mission: Recon against Odysseus with Tyranid Genestealer Force (best painted army). From now on visitors got interested in my games and gathered around the table.
Same table, same terrain setup, same side, same setup strategy. Two Carnies in the two terrains on his side, two Genestealer units on the right, Hormas in the center, Venators on the right and in the center, Zoa supporting the left Fex, Warriors the right Fex. Broodlord with retinue in the middle, Winged Tyrant on the right. I got the first move (first time against Tyras ever!) and the Prisms eradicated the retinue and took a third of the other Genestealer unit. My Avengers approached carefully a few inches to get a volley at the other Stealers and attempt the shuriken-blazing retreat. Unfortunately the Venator on the right fleeted 6” and just barely got into close-combat with the Avengers, killing the plan by keeping them in combat. Killed was also one Prism by the right Carnie. Dragons and Spiders (Deepstrike) did again fight the Zoa and occupied the Carnie with the Falcon, Broodlord got sniped again. The Avatar did a huge fight against the Genestealers and Warriors, killing the Stealer unit while the other one, The Tyrant and the Hormas slowly ate through my Avengers. The Spears brought the Tyrant down to one wound and retreated again to repeat. Finally I could not get through the Warpfield save. I forgot about the time and had positioned the other Prism in my half instead of his deployment zone when the game was called. The Tyrant or the Prism could have made it a draw, so it got a close loss: 8-12
Most valuable unit: Avatar
Disappointed by: Shining Spears
3rd Mission: take and hold against Wolfslord with Witchhunters
His setup did benefit me in my usual plan to divide his forces and hammer units I choose with my terms: two Rocket-Tanks behind a wood in his center, isolated Rhino with unit bearing the ONLY Melter waiting for its chance on the Prism. Isolated Soro unit behind the hill on the right, Seraphim units between the tanks and next to the Rhino, the rest setup in the wood with heavy bolters.
I setup Avengers in the center wood on my side, hiding my tanks and Vyper in cover. Avatar and Spears in the center, Spiders in Reserve again due to lack of terrain and Callidus being around. I got first, destroyed the Rhino with my Vyper, one Rocket tank with the Falcon, the other one got shaken by the Prism, the other hit his Heavy Bolter team. My center block approaching the tiny mission target. The HB’s hit one Avenger team severly but the Avatar made them keep their faith and hide behind the target. The other team went after the isolated Sisters along with the deepstriking spiders, killing one third of them. Avatar charged one Seraphim unit wiping them out, the Shining Spears in the center who had control over more than half of the table charge his weaker Chief Sister and killed her. The other tank was eradicated immediately, the remaining Seraphim Squad decimated by the Prism. The game was almost a massacre by turn 3 but then a cunning use of acts of faith and awesome save rolling on his side kept him in the game, e.g. Spiders were annihilated by a single bolter volley (DS1) of his decimated isolated squad; Fire Prisms firing at the same units killing not a single model; his boss Seraphim fighting the Avatar for three(!) turns, etc. I lost concentration and did not focus on sending multiple units at the same target, allowing him a comeback. The tanks survived each Melterbomb, Eviscerator attack and moved out of range continuing laying fire. The Assassin finally killed the Avengers but his faith points vanished and it got a major victory: 19-1
Most valuable Unit: Fire Prisms
Disappointed by: my lack of concentration leading to the unnecessary destruction of the Shining Spears
4th Mission: Standard Battle against DOC’s Close Combat oriented Space Marines. He and the players on the table next to us were playing for the tourney victory.
I won the roll for the table side and chose the quarter providing the best cover for my tanks in the first turn (Eldar habit). Set them up accordingly, the Falcon at the center to gain field control with the Fire Dragons as he was fielding a vehicle heavy army (Land Raider Crusader, Predator Destructor, 2 Landspeeder Tornados, AC-AC (Assault-Cannoned Ancient Cybot), Lasercannon-Razorback). Las/Plas-Plas Teams in the woods / hills and an Assault Team with Priest in the LR, the other similar team with Jump modules. Avatar at the back of the woods in my center, Avengers nearby. First turn I was able to do the dream move of an Eldar player: move the Falcon towards a cluster of tanks, unload the Dragons, TRASHING the Land Raider. The Prisms fired both at the Cybot unable to penetrate his front armour but killing a surviving HQ marine from the Raider each. Vyper was held back for the inevitable Tornados while the Spears relocated to the Avatar. The Stormtroopers flew a circle to get into my flank and separated themselves from the rest (yes!). All my tanks got shaken by Speeders and tanks in his turn, the Cybot not shooting at the Fire Dragons but charging them to speed towards the neutral quarter and cover. Too bad that the Fire Dragons have a higher initiative and they rolled successfully for their Melterbombs: BLAM! In my turn the Dragons approached the Predator on foot, readying the Fusion Guns: MOLTEN! The Spears hurried to support them against the inevitable charge by the HQ, the tanks retreated into cover, the Avengers and the Vyper geared towards the center, firing at the Speeders, leaving them unable to shoot. I did move the Spears too risky when I tried to keep them in coverof the Raider against the Marines on foot as the charging remnants of the HQ simply overran the Dragons into the Spears who got killed the next turn by the infuriated Priest. Avengers found themselves on the wrong side of several Plasma Cannons but were in reach of the Avatar.
Time for distraction! I hurled him towards the enemy allowing him charges on multiple units the next turn. Falcon moved parallel to the God of War and shut down a Speeder, the Vyper circled the wood from the other side and killed the other one The Prisms destroyed the Razorback and reduced the Assault Squad, which was taken under fire by Deepstriking Spiders and both Avenger teams and the Pathfinders, leaving nothing but dust. From now on it was simple cleanup-duty. Prisms twinlinked their shots out of reach of the Marines, vaporizing them, Spiders catching the Plasma Cannon Troops in Close Combat, the Avatar being shot in the back by a single Bolt Pistol Round of the Priest and therefore never reached combat this game but sucking up lots of fire for a crucial turn with the Avengers in the open. That priest and his powerweapon wielding comrade killed the Avengers finally and were Tag-Teamed to death by the Prisms immediately afterwards. Nothing on the board from his side, absolute massacre, the first one he experienced at all with his tourney army:
20-0
Most valuable unit: Fire Dragons and Fire Prisms
Disappointed by: Shining Spears again.
The last game surprisingly provided sufficient victory points to make me the tourney winner. Lucky me!
Lessons learnt:
- I should play more cautiously to avoid unnecessary losses.
- Avatar and two Avenger Squads are a block and have a formidable range of threat over the gaming table
- Shining Spears should better be accompanied by an Autarch on bike, otherwise their low attacks and mediocre WS will betray you.
- Keeping movement control is top priority
- You cannot train for tourney victory; you need luck to get the right opponents for the right missions for your army, on the right terrain table.
May the dice be with you!