Hey guys,
In honor of the Big List of Eldar Lists being jumpstarted once again, I decided to post a new army list for inclusion. I will be rating it myself, as objectively as I can, and I invite the other raters, moc and Gutstikk, to have a go at it as well, if they care to endulge me. I am not asking for any suggestions for changes or improvements, as this is ment to be a "Final Draft", but comments are welcome regardless.
The Spear of Khaine:
HQ:
(210) Eldrad
(155) Yriel
Troops:
(396) Wraithguard x10. Spiritseer w/ Conceal.
(135) Storm Guardians x11 w/ Flamer x2. Warlock w/ Destructor.
(110) Wave Serpent w/ Twin-Linked Shuriken Cannons & Spirit Stones.
(60) Dire Avengers x5. (Riding in the Falcon.)
Elites:
(113) Fire Dragons x6. Exarch w/ Dragon Breath Flamer & Crack Shot.
(110) Wave Serpent w/ Twin-Linked Shuriken Cannons & Spirit Stones.
(187) Striking Scorpions x10. Exarch w/ Scorpion's Claw.
Heavy Support:
(180) Falcon w/ Eldar Missile Launcher, Holo-Fields & Spirit Stones.
(170) Fire Prism w/ Shuriken Cannon, Holo-Fields & Spirit Stones.
(170) Fire Prism w/ Shuriken Cannon, Holo-Fields & Spirit Stones.
Total:
1996 points
3 Scoring Units, 12 Kill Points.
Background:
"The Spear of Khaine" evolved from my previous two lists posted on these boards, "The Dragon's Wrath" and the POC Biel-Tan competitive list entry for Gutstikk's project. I wanted to take aspects I liked about each of those lists and blend them together into something even stronger, if a bit less fluffy.
As I envision it, the Spear of Khaine represents an amalgam of multiple Craftworld warhosts, joined together for a singular purpose: The preservation of the Eldar race. Realizing they are on the verge of extinction, the leaders of the various craftworlds have finally decided to set aside their differences for the sake of staving off that terrible fate. They have recognized that only through such unification do they have any hope of preventing the final fall.
The Spear of Khaine is symbolic, not only of the unification of the Eldar people, but of the might of their combined warhosts. They will be used as a weapon, thrust into the heart of any enemy daring enough to attack the Eldar. With one swift blow, the Spear will smite those foolish enough to try. Orks, Tyranids, foolish Mon-Keigh, and especially the forces of Chaos (to include the Dark Kindred) will be struck down if they come within reach of the Spear's mighty reach.
Strategy:
The Spear of Khaine will be employed in a modified "Hammer and Anvil" style. Both independant characters will join the Wraithguard, providing them with a boost to their defensive capabilities (Fortune & Wound allocation) as well as offsetting their pathetic hand to hand abilities (Witchblade/Singing Spear attacks that ignore armor saves). Additionally, this squad will be supported by the Striking Scorpions, who will trail behind them for cover (as well as being targets for Eldrad's second casting of Fortune) and counter-attack anything that engages the Wraithguard.
This core element will be supported by the heavy firepower of the dual Fire Prisms. They will attempt to break up hordes of light infantry or reduce tougher opponents before they can reach the dismounted infantry. They can additionally strike at exposed enemy vehicles if the opportunity presents itself. The Prisms will serve as the bridging element between the "Hammer" and "Anvil".
The rest of the army will be mounted in skimmers, and most likely held in reserve. This will force the opponent to waste time engaging only my toughest, most durable units, reducing his ability to inflict significant harm on the list as a whole. The Dire Avengers will remain inside the Falcon at all cost, using its superior protection to preserve a scoring unit for last turn objective seizure. The Fire Dragons and the Storm Guardians will look for "drive by" opportunities... seeking to maximize their damage output while attempting to minimize the risk of return strikes. Each of those squads is configured for maximum destructive capability against their designated targets.
This list is a big change for me as a player. I usually prefer a much heavier close combat element. However, after countless discussions with moc, Gutstikk, Lazarus and others, I have come to believe that it is possible to build an effective list without focusing heavily on close combat. I am not suggesting that close combat should ever be discounted entirely, but its impact on the game can be reduced.
I have only two squads in this army that do not ride in transports. Those squads are operating together for mutual support. One is heavily oriented towards close combat, and the other features two characters that significantly boost its close combat effectiveness. Working together, and supported by the rest of the army, I sincerely believe those squads will be able to fight their way through most opposition.
Additionally, if I am forced to deploy first, I plan on taking advantage of Eldrad's ability to redeploy units, by purposely deploying my squads out of position, most likely on one flank or the other. By doing this, I can possibly lead my opponent into making some deployment errors, and then redeploy away from elements I want to keep away from my troops. If this trick fails, I can still use Eldrad's ability to optimize my own deployment for whatever plan I decide to employ.
Rating for "The Spear of Khaine":
Durability: 1.5/2
This list will require considerable effort by the opponent to destroy. Fragile units are kept out of harms way through a combination of armored transports and being held in reserve. Durable units are reinforced with defensive upgrades, and kept away from potentially devestating enemy units through Eldrad's redeployment option. The units mutually support each other in a way that enhances their collective survivability.
Flexibility: 1.5/2
This army has the ability to overcome unexpected setbacks, poor deployment, and surprises from the enemy. There is enough redundency in the fuction of the various units that no task requires the application of one specific unit to see it accomplished.
Lethality: 1.5/2
This army will bring the pain. Whether facing off against a horde, MEQ, or Armor heavy opponent, this list has the tools to inflict significant damage against those units. Combined efforts from two or more units virtually assures the destruction of almost any target.
Mobility: 1.5/2
Mobility is an asset to this army. The only component of this list that is not capable of moving 18 inches a turn, or applying pressure to an opponent more than 18" away, is so durable that it is all but guarenteed to remain intact until it does come within range. As a whole, this army will be able to strike effectively against most enemy units, regardless of where they are positioned.
Synergy: 2/2
The biggest asset of this list is its synergy. Scores in other areas rated by this system would probably be lower if not for how well the units in the list support each other. Units that compliment each other are grouped together, and the groups have the ability to mutually support each other as well. This enhances the strengths of the list and reduces its weaknesses.
Total: 8/10
Edit: 30 June 2009
It occured to me that 6 Fire Dragons will be just as effective at destroying a vehicle as 8, and that 8 will hardly survive any better than 6. For this reason I decided to knock that squad down to 6, in favor of adding another Storm Guardian (since that squad will likely see combat) and putting Shuriken Cannons on the Fire Prisms, so they will still be useful even if my opponent manages to take off the Prism Cannon.
The Spear of Khaine's Battle Record: 1-0
1st Battle: vs the Mon-Keigh (IG & SM)