moc-score
1.. Anti-tank potential: There is a lot of Anti-tank, BL's, EML's, Spears, as well as side/rear armour support so you actually have this area very well covered, Very Good (.9)
2.. Anti-MEQ potential: Not huge on models, but there is real quality in it and it actually has a fair bit of AP=3 or better shooting, and it has some CC potential against MEQ as well, Goo (.8 )
3.. Anti-Horde potential: Things like Orcs and Tyranids will run you over if your not seriously careful as you have very little it the way of "Holding" power, or mass number shooting (and before anyone freaks out, I saw the templates, and the Bladestorm, etc... ). Its just my expereince that things like Genestealers Hordes, and the New Orcs with their Trucks and Numbers are seriously dificult to actually "Stop". And his list could use a few tweeks that actually will assist his Anti-horde potential, so I only see this as being Above Average (.7 )
4.. Ranged Firepower potential: You have a decent mix of ranged firepower, but you could improve it with realative ease so overall its Above Average (.7 )
5.. Assault potential: Scorpions, possible WG and DA in very spacific instances so this area could use some more support, Average (.6)
6.. Scoring Units / point level: 8 Scoring units (with 2 Wave Serpents) is actually pretty decent, considering he didn't min/max the crap out of it. And compared to other races at this points level it is actually about Average (.6 )
7.. Durability or Resilience: WG, Scorpions, WL's are all resilient however they are mission some finesse items (fortune, etc) and there are other Softer units/items in the list, so oveall its just Average (.6)
8.. Flexibility: It has the ability to deal with most races and enemy configs; but there is room for improvement, so its just Average (.6)
9.. Mission Capability: I so no difficulty with too amny missions (escalation included) as the army has mobility and scenrios diversity in it, Good (.8 )
10. Dynamics and/or Theme: I like the theme and dynamics as I can actually see most things working well together; however with a few tweeks its could work even better, so overall its just Above Average (.7)
Rating = 7/10 Others may score it deifferently, and on this one I will actually be doing a rundown on each unit to show how he could tweek it as the list certainly deserves that respect.
HQ- 170pts
Farseer- guide, runes of witnessing, singing spear
I don't see guide being as usefull as Fortune could be, this could should probably be close to the DR and/or the WL's, and as nice as Guide looks, keeping the figures on the table longer will probably be more important than getting one good round of shooting. Also, as this guy should never be within 12" of the enemy, he does not need a Spear, finally I would have the Runes of Warding instead of the RoWit, as the army is in serious need of Psycher suppression.
(100) Farseer, Fortune, RoWard.
Farseer- mind war, runes of witnessing, singing spear
Again, I don't see how you will get Mindwar to be overly effective as the figure is on foot and hopefully won't be that close tot he enemy. Yes he adds some anti-tank potential; but its very limited again due to range. I think this figure would work better with Doom, and he should probably be as light as possible (runes of witness add a chance to use the power; but they also add a chance to nuke your own farseer) as he will be more upfront than the other.
(80) "Doomseer" Farseer with Doom.
Elites- 562pts
Striking Scorpions x 9 + exarch, biting blade, and shadowstrike
Now I actually like this unit alot, but I would add Stalker as well (202)
Wraithguard x 5 +warlock, enhance
Wave Serpent EML, spirit stones, vector engines
Here I would use Conceal in place of Enhance as these guys make a great "Drive-By" unit, but they are susseptable to return fire shortly there after, and Enhance will not add as much (215) . For the Wave Serpent, I would run it a little lighter with Shuri-cannons just to save some points (130)
Troops- 422pts
Rangers x 5
The Pathfinder upgrade is just too good to pass up. (120)
Dire Avengers x 9 +exarch, powersword+shimmershield, bladestorm
Wave Serpent BL, spirit stones, vector engines
I really like the DA config (162) and I use it often, the trick is to make sure you Bladestorm appropriately and then get back int eh Serpent, or get into CC and "Hold" something. For the Serpent I would trim the BL's to EML's as the increased template potential and considerable tank potential is great for diversity and it cheaper (150)
Fast Attack- 137pts
Warp Spiders x 4 + exarch, dual deathspinners, powerblades
If your going to run a small squad then keep the upgrade to a minimum as they won't last in CC anyway. Your best weapon is good movement to use their shooting. So just drop the PB's (127)
Heavy Support- 452pts
Dark Reapers x 3 + exarch, EML, Fast Shot
I don't like to mix up a lot of weaponry with this squad, and I find the RL is great on its own... but the unit should work. I would set-up in cover and slightly behind my WL's to limit the firing line to them and only for sake of the points, I would have to trim the squad down by one to.
(147) 3 DR: Exarch has EML and FS.
Wraithlord, wraithsword, Brightlance
Wraithlord, wraithsword, starcannon
On both of these I would run them with BL and EML, and keep them with the Fortune Farseer/DR and keep them shooting. They make great anti-tank units and their diverstiy for Hordes etc is wicked as well (310)
OK, that would put me at 1843pts, so I guess I could throw the 2 Singing Spears back onto the Farseers... or whatever.... but I think these changes would make the army more effective in the long run... I know that some will dis-agree with me; but palystyle will often be the determining factor, and you have to consider that I did not try to actually change out any of the units as I wanted to leave it as he started it for untis choices.
CaHG