I've been playing 2-3 games per list at a minimum, unless of course it's just god awful like a game where nothing really meshed or worked, and I've come up with some observations and the likes about each game that I've been mentally keeping track of.
So, first the list, and then an analysis on why each unit is like it is.
Supreme Sorceress @ 290.0 Pts
General; Magic Level 4; Lore of Light
Talisman of Preservation
Dispel Scroll
Master @ 155.0 Pts
Heavy Armour; Sea Dragon Cloak; Battle Standard
Sword of Might
Enchanted Shield
Dawn Stone
Master @ 188.0 Pts
Lance; Heavy Armour; Sea Dragon Cloak; Shield
Cloak of Twilight
Dark Pegasus
27 Black Ark Corsairs @ 342.0 Pts
2ndWeapon; Light Armour; Sea Dragon Cloak; Standard; Musician ;
Standard of Discipline
14 Darkshards @ 198.0 Pts
Rptr Crossbow; Light Armour; Standard; Musician
Banner of the Eternal Flame
5 Dark Riders @ 100.0 Pts
Spear; Rptr Crossbow; Light Armour; Shield
27 Har Ganeth Executioners @ 369.0 Pts
Great Weapon; Heavy Armour; Standard; Musician;Draich-master
Banner of Swiftness
21 Black Guard @ 350.0 Pts
Halberd; Heavy Armour; Standard; Musician;Tower Master
Gleaming Pendant
1 Reaper Bolt Thrower @ 70.0 Pts
1 Reaper Bolt Thrower @ 70.0 Pts
5 Shades @ 80.0 Pts
Rptr Crossbow
5 Doomfire Warlocks @ 125.0 Pts
#3: Soulblight [0.0]
#DrkS2 - Doombolt [0.0]
1 Kharibdyss @ 160.0 Pts
Models in Army: 114
Total Army Cost: 2497.0
Breakdown
First up, the general, the Supreme sorceress. I chose light (for now) because I'm loving the synergy within the lore. Pha's, Time warp, Speed of light, and Light of battle are the ideal set up I want every game. Best thing is, I'm happy even if I just get one of those 4 listed. Light just has so much redundancy for the dark elves it's not even funny. WS10/I10 on everyone within 12? Giving the Beast ASF?(I'm getting ahead of myself there) It's just... good. I gave her the ward because now a days everyone is doing snipes, plus she's going into a combat block. I mean, if you knew that she couldn't get hit thanks to light you'd throw her in too.The BSB: Standard 1+ rerollable AS at str 5. nothing fancy.
PSYCHO ELF!!!!! (as the internet and I have started calling him) oh my god this guy has been amazing in every game that I've played so far. With the cloak you're looking at the answer to many of these medium toughness/medium armor monsters that everyone is starting to bring these days, hell, this guy can charge monster calv and do some damage.. each wound doing d3 wounds AND Killing blow to ignore armor?? YES PLEASE! Plus with a 1+ save and a 3++ vs shooting and magic he's almost unkillable.
Core
27 xhw corsairs with full command and discipline. I like corsairs over witch elves for two reasons. One, They aren't frenzy! they can't be baited around like a rabid dog.. Two: They wont stab my sorceress.14 darkshards with flaming banner and musician. Shoot regen off stuff, clear chaff, just be annoying. 14 seems to be the ideal number where they don't give too many points up when they die, but can still be effective in shooting and in combat.
5 dark riders with repeaters and shields. Fast calv to harrass stuff. I decided against a musician because to be honest they almost NEVER get to use them or just fail anyway
Special/Rare
27 Executioners with full command and the move fast banner: I can't guarantee time warp when I need it so movement 6 on str 6 KB monstrosities (with the BSB inside the unit) will get them where they need to be. the heavily armored, high toughness targets that are running wild these days.21 Black guard with full command and gleaming pendant. I know you're wondering if my army is going to be so close why would I put that on an ITP, stubborn unit? hell, why are you even fielding BG anyway? First off, I love black guard. They are 2 attacks a piece that re-roll to hits and the 1's to wound at str 4. Second, I want to guarantee that the one time they need that re-roll to stick into combat to help out a flank, hold a unit up for my other units etc that they get it. Plus, I had 5 points and figured what the hell. They will go after the death stars, the medium toughness medium armor targets to do their damage and hold for a turn or two while support arrives. They can also run up a flank and just have fun.
2X Bolt throwers I prefer 2 because it's just enough of a points sink into BS based shooting to be effective, yet not giving away a lot of points if/when they die.
5 Shades. Scouts, harrassers, war machine hunters.. If I can make my opponent mess up his battle line even for a little bit for the threat of these guys, then they have done their job.
5 Warlocks. The second fast calv in the list. These guys have been money both in close combat, and in casting. they are also resilient as hell because no one plays anything slaanesh around here. plus, what's not to love about 125 points of pure awesome!
Kharibdyss. I LOVE this guy. Str 7 5 attacks, forcing most armies to re-roll successful leadership tests in close combat(yes this also means fear!) and screwing them out of a BSB re-roll is money! *you can not re-roll a re-roll as far as I'm aware* Plus, with lore of light giving him either ASF, ws10, etc he will stick around and do damage. plus against other monsters with buffs he could possibly do a CRAP TON of wounds! Plus what's not to love about a sea monster who's name I can't even pronounce half the damn time.
So, only the executioners, the warlocks, Some unit fillers and the corsairs need to be bought, but I will try and test out this "ideal" list soon. If everything works like it's seeming in my head, then I can start the saving (hopefully jobs will actually start calling me for interviews one of these days) and I hope to have this acquired, painted, and ready for the tournament circut next year.
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