Showing posts with label Army List. Show all posts
Showing posts with label Army List. Show all posts

A week of furious production

Posted by President Evil on Thursday, 20 May 2010 , under , | comments (0)



Hello. It's been a solid week since my last post, but what have i been doing?
Well, a long week watching every episode of battlestar galactica, and doing my best to remove my fingerprints from the ends of my fingers has resulted in a brand new 2000 point space marine bike army. Here it is in all it's almost constructed glory.



After a bit of research and discussion, i decided on using codex: space marines. I also decided against the Khan/command squad close combat team. Too expensive on points, and doesnt really fit with the tactics of the rest of the army.
Lets have a look at the army list:

HQ


Captain - bike, artificer armour, relic blade, hellfire rounds

Troops


Bike squad(4 bikes, 1 attack bike), Multimelta, 2x meltagun, combi-melta, melta bombs
Bike Squad(4 bikes, 1 attack bike), Multimelta, 2x meltagun, Combi-melta, melta bombs
Bike Squad(4 bikes, 1 attack bike), heavy bolter, 2x plasma gun
Bike Squad(4 bikes, 1 attack bike), heavy bolter, 2x flamer
Bike Squad(4 bikes, 1 attack bike), heavy bolter, 2x flamer

Fast attack


Landspeeder squadron(3) 3x typhoon launcher
Landspeeder squadron(3) 3x typhoon launcher
Landspeeder squadron(3) 3x typhoon launcher

Heavy support


Whirlwind

Although its chosen from the space marine codex, it's styled as a ravenwing army. Reading through the dark angels codex, it talks about how the ravenwing send out detachments on fallen-hunting missions. That, combined with all the incredible ravenwing accessories in the ravenwing batallion box (which i had 5 of!) convinced me to make it ravenwing.
Also i had a little metal raven in my bits box that i just had to use for my captain.




Some fluff barons might have a problem with this, but to be honest, i hate the fluff police, and they can go screw themselves. GW writes its fiction to give you a pool of material with which to theme your armies and customise your characters. GW background fiction IS NOT an extension of the rules. I digress, but i will get back to this in another post. Anyway, my army is a ravenwing 'fallen hunting detachment, with it's own captain and squad organisation, thus justifying the selection from codex space marines. My army also includes a whirlwind, which will be painted in ravenwing colours - in real terms this is because a green tank would look out of place with the sleek black bikers, but it is also representing a tank that has been assigned to this ravenwing detachment and repainted as such.

I still have to accessorise most of the models, fill gaps, drill holes, add battle damage, do the bases and spray them, all before i can start painting.
I've never really enjoyed painting black. The way i paint with extensive blending and comparatively subtle highlights and shades is something i've always found difficult to translate to black. I'm very much looking forward to getting to grips with it and finding a good formula. It will be a welcome change from painting yellow, which is a sonofabitch to paint and always takes at least 5 coats to get a rich colour.

I got some beautiful ancient ruins bases and basing parts from scibor, so the army will have a jungle ruins theme. Notice i glued the bikes on their bases at an angle so that i would have some room to be creative. Which brings me to a couple of observations.
If you are using the winged fairings from the ravenwing box, for goodness sake GLUE THE BOLTERS ON FIRST! i realised this after putting together 1 squad, and they are really tricky to fit in if the fairings are glued on already.
Also the landspeeders in the ravenwing box are the mk1 plastic ones and they are alot more difficult to build. In fact a couple of them required alot of work to even get them to fit together (they were a bit bent) when i opened up the extra plastic landspeeders i noticed they were a bit different, and wow, they are great kits, not even requiring glue for half of it.
Having said that, the ravenwing boxes are incredible value and are jam packed with accessories. Infantry accessories, vehicle accessories and dark angels dreadnaught bits. If you get the chance to build one, you really should as they are alot of fun.

This army project has given me the chance to try out a few different online retailers. Here's a brief rundown:
Games workshop: Although their prices are the highest, they have free postage for orders over £10 and are reliable
Maelstrom games: slightly cheaper than GW, free postage for orders over £10, but its 2nd class. Not as many items in stock as i would like often meaning you have to wait for them to order it in, but at least they display thier stock levels.
Dark Sphere: killer prices, but they don't stock hobby supplies. Made a few orders with them, and although they did make 1 error, they corrected it swiftly. Delivery time and potage costs were both very good
Wayland games: Excellent selection, prices are similar to maelstrom, but have been very slow getting orders to me on more than 1 occasion.

Overall i'd say large orders: go for dark sphere and use the parcelforce 24 delivery service. smaller orders i would consider maelstrom first and hobby supplies either maelstrom or wayland.

Thats it for today. I'll post more detailed pictures of the units as they get painted.

White scars VS Ravenwing - help needed! (seriously)

Posted by President Evil on Thursday, 13 May 2010 , under | comments (2)



So iv'e been away recently. Well not away as such, more like lost under a mountain of plastic. Included in this mountain, were 5 ravenwing batallions. I spent a few hours clipping out all those parts and organising them all the while trying to decide what i was going to build with them. I want a pure bike (and speeder) army. A while ago i posted an idea to make a raptor legion army. Well, now its pure bikes and its white scars or ravenwing, and i really can't choose between them. Here's why:

Ravenwing list



H.Q
Master of ravenwing on landspeeder

Troops

Attack squadron(6), 2 flamers, attack bike (MM or HB), Speeder (HB,AC)

Attack Squadron(6), Apothecary, Plasma gun, Attack bike, Speeder

Attack squadron(6), 2 flamers, attack bike, speeder

Fast attack

Support squadron (2 speeders w/ MM)

1490 pts


----------------------------@1750pts:
add Attack squadron(6), 2 x melta, meltabombs (troops)

1735
----------------------------@2000pts
add Speeder & attack bike to attack squadron (troops)

support squadron(2) (speeder w/ MM, Speeder w/ MM & AC)

2000 pts

11/12/15 killpoints
9/10/12 scoring units

Notes
Good points of this list are the 14/14/10 armour landspeeder that the master has. Twinlink HB & AC @ BS 5, the master on landspeeder looks like a pretty lethal unit and also presents me with a fun modelling and painting project. In fact the thought of building and painting 9 landspeeders (4 scoring speeders!) is Probably swinging me towards this list. Scoring landspeeders, an interesting prospect, and i do enjoy painting them. The black and white of the ravenwing will enable some interestinbg designs on those speeders. Another point worth metioning is the deployment, and how the combat squads work. Look at the diagram below:

Ok, this is not a strategic diagram, i just mean to illustrate the difference in the numbers on the board, and how the combat squads break down.
In the ravenwing, the attack bikes operate independantly of the bike squads and landspeeders that make up the 10-man troops choice.
In one respect, this is very useful. You can drop the heavy bolter or multimelta on the attack bike (they are the same points in codex DA) and give it a dedicated role. The white scars must break down into 2, 5-man teams (attack bikes count as 2 men) while this gives you 2 nice fire teams, (flamers in 1 squad, HB in the other) it makes less sense to take the multimelta on the attack bike. In the ravenwing, the scoring landspeeders make up the last 2 men in the squad. also operating independantly, they fulfill the role that the heavy bolter attack bike team has in the white scars, raising the question of whether the ravenwing attack bikes get the melta instead (they also get the scouts rule).
The bikers themselves differ. The white scars have more numbers on the board and have the outflank rule.
The ravenwing bikers are significantly more expensive, but get the scouts rule for a free 12" move before the start of the game (as well as the option to outflank) a frightening prospect indeed! Also, these guys are fearless which is certainly useful to keep the small squads from taking LD tests from suffering casualties, but a disadvantage if caught in close combat. Something i obviously want to try and avoid with the ravenwing list.

So, is all the white scars have going for them an advantage in numbers?

White scars list



H.Q

Khan, Moondrakkan

Command squad, bikes, champion, power weapons(4)

Troops

Bike squad(8), attack bike, 2 flamers
Bike squad(8), attack bike, 2 flamers
Bike squad(8), attack bike, 2 flamers

Fast attack

Landspeeder squadron(3) 3 x multimelta, typhoon launcher

1500 pts

----------------------------@1750pts
add attack bike squadron (2)
Landspeeder squadron (2) (2xMM & 1 AC)

1750 pts

----------------------------@2000pts

add 1 attack bike to squadron
Bike squad (5) 2 flamers
1 landspeeder to squadron w/ multimelta

2000 pts


9/11/12 killpoints
6/6/7 scoring units

So thats the white scars list. No scoring landspeeders here. They do have the command squad though..... with khan they get furious charge and hit & run, Feel no pain from the medic, as oppposed to the ravenwing aptohecary which allows you to ignore 1 failed save per turn ( hence why i put a plasma gun in the squad!).
So a powerful close combat unit the like of which the ravenwing could only dream of. How i wish you could give veterans or command squads bikes in codex DA :(
Apart from cheaper bikes, the white scars have a small points saving on landspeeders and can take attack bike squadrons.

What i need to know is:
What are peoples opinions on which is the better list, if either, AND.....
Mongol hunter theme with dusty white bikes and red tribal markings. Khan conversion (which i've already done - I'll post it later!), Space wolf parts to make them look a bit more feral. OR Sleek black bikes, jungle ruins theme, gothic style black and white freehand on all those landspeeders (raven silhouettes or something...) and all those wonderful accessories from the ravenwing boxes.


Help,

Help!

I can't choose.....

Eldar army list

Posted by President Evil on Monday, 10 May 2010 , under | comments (0)



Alaitoc eldar 2000pts
This army is basically finished, got some finishing touches on the transports and hawks to go.

HQ


Farseer, Spirit stones, doom & guide
Consistently useful, the farseer accompanies the dire avengers to guide their critical bladestorm and doom anything dangerous.



Autarch, wings, deathspinner, mandiblasters, power weapon
She flies with the hawks, and compliments them well. To be honest, i just wouldn't field her without the hawks (or vice versa).
Good little unit and fairly cheap this autarch has led a charmed life. Really in every game she always does something despite my often lazy deep striking placement (or unlucky scatter).


Elites:



Howling banshees (6), exarch, executioner, acrobatic, warshout.
I wrote in detail about how these get used here.
Simply put: they and the dragons (mounted in falcons) are elite seeking missiles, both will probably only do 1 turn of actual killing in the course of a game, but you can bet it will be decisive.


Fire dragons (5) (picture shows them with exarch, which i don't always use)
Simple little fire dragons, they know their place and are prepared to die for the cause.

Sorry about the bad photo, couldn't seem to get a good one of these guys.

Troops:



Pathfinders (6)
Great little unit for harassing and pinning the enemy. Also can sit on or near objectives. Have a look at my pathfinder Tactica, or painting guide to see more detail on this unit.


Dire avengers (10), exarch, bladestorm.
Mounted in a serpent, these guys will do most of the hard work clearing enemies off objectives with a guided bladestorm.


Wave serpent, Missile launcher, shuriken cannon, spirit stones
Wave serpent picture coming soon

Wraithguard (10), warlock, singing spear, conceal, spiritseer
I have been using this unit @2000 pts for a while now. They probably cost too many points for what they do, but if you have a unit fully painted, well.... its hard not to use them. :)

Picture coming soon!

Jetbikes(4) shuriken cannon.
I had these at first because i found 4 for very cheap on ebay (bnib). i dont like the models much, but with some new guardian heads and falcon pilot bodies they look ok. They mostly hide until they are needed to plug a gap or make a dash for an objective, but with the shuriken cannon they can do a bit of shooting now and then :)

Picture coming soon

Fast attack:



Swooping hawks (5), exarch, hawks talon, skyleap, intercept
Often critcised unit, but one that has earnt its place in my army. Their weapons are effective enough against massed infantry, and not many units are as effective as these guys against against AV14 and particularly monoliths. The 'never worse than 4+ to hit a vehicle in close combat' rule (intercept) is well worth the points if you plan on using their haywire grenades.

Picture coming soon

Heavy support:



Wraithlord, eml, shuriken cannon
A versitile and reasonably cheap wraithlord loadout. Built to support the wraithguard advance. More detail here.



Falcon, holofield, scatter laser, spirit stones
Banshee transport. I like falcons, they look cool, move fast, carry aspect warriors, are hard to kill and pop tanks and infantry. Also they are a powerful ramming vehicle when all else is lost. If you can get a 24" move its strength 10.

Picture coming soon

Falcon, holofield, scatter laser, spirit stones
Dragon transport. Second favorite weapon is the starcannon if you can spare the points. 4 ap2 shots a turn from this tank tends to scare meq players.

Picture coming soon

1995 points

Eldar and their 'one hit wonders'

Posted by President Evil on Saturday, 8 May 2010 , under , , | comments (0)



3 more units from my Eldar army today. Each illustrate perfectly what makes the eldar unique and often difficult to get the best out of for some players. They are the ultimate 'glass hammer' units. in other words: Brutally efficient killing machines as fragile as a paper hat. Dire Avengers, Fire Dragons and Howling Banshees are all regular features of my eldar armies, and my opponents have rightly grown to fear them. I think the reason for this is that used in the right way, your enemies will usually see 3 of their key units dissapear in 1 turn. Using them requires careful planning, finesse and, like everything in 40k, the right amount of luck.

To Start with i'll go into more detail for each unit and then the overall tactics at the bottom of the page.

Dire avengers:
They were the first unit i painted for this eldar army, and i must admit, i rushed them a bit and regret not spending more time on them. Someday i might have nothing else to paint and decide to tidy them up....


I use this one as my exarch, I wanted to paint a banner... :)


I pretty much always run a farseer with these guys


Dire avengers. A common eldar unit that, if you read many of the internet discussions on their use, seem to be used little more than to make a scoring tank with a minimum squad of 5. I guess this tactic works for some, but dire avengers are capable of brutal killing power. First they get a full squad of 10, an exarch (dual catapaults optional) and the 'bladestorm' ability. Personally i find there are only a handful of eldar units that can be effective without a transport. Dire avengers are not one of these units! So i buy them a wave serpent. My favorite combo is EML & shuriken cannon. This gives you the plasma missile to function as a S4 defensive weapon and its versatile. Then add a guide/doom/spirit stones seer.
Remember they are a scoring unit that is more than capable of wiping out a whole squad with one turn of augmented shooting. A guide and/or doomed bladestorm gives 30 BS4 (3@bs5) s4 ap5 shots with re-rolls to hit and/or wound. I don't always use doom, and i suppose it depends on your target as to whether you need psychic powers or even bladestorm to wipe out a whole squad, but i'm talking about what they are capable of and with this bladestorm bomb, you force so many saves out of your opponent that only the largest or most well armoured squad would have any chance of survival, often with so few wounds left that it can be finished off in an assault (they are I5).

My real assault specialists are the howling banshees:




6 of these feisty females do the job for me. Exarch gets the executioner for S5 attacks. War shout is useful and acrobatic is usually something i buy if i have spare points. 18 Powerweapon attacks on the charge. S3 is a downside but keeping them within supporting range of the farseers 'doom' power is required if the target is high toughness. They always strike first because of their banshee masks, and a failed leadership test will give their targets WS1 (i love it when that happens) from the warshout power. I like Scatter laser falcons for their volume of fire, so the banshees ride in one of those. Again, their potential when augmented by the seer is to carve apart most targets in combat. If in doubt doom the target and unload some laser fire into it from the falcon to thin the numbers before charging in.

Finally the dedicated anti armour: Fire dragons.




I have 6 to fit in a falcon. Usually scatter laser, but as i have magnetised my tanks, i sometimes give it a starcannon as its AP2 compliments the pulse laser and is more effective against heavily armoured troops which are a secondary target of the fire dragons inside. In the squad pictured i have an Exarch with the dragons breath flamer (heavy flamer EQ). Although this weapon has proved useful on a number of occasions, it is not important - 5/6 melta dragons will get the job done.
Pretty much the most straight forward unit in my army, no special rules, no tricks, just a bunch of meltas looking at your tanks exhaust pipe. In my experiance fire dragons die. Opponents hate fire dragons. The most amusing thing is that they are the cheapest (sometimes 2nd cheapest) unit in my army and once they get out and melt that land raider or terminator squad they've killed over 2x their points value. In the following turn these guys will most likely be public enemy number one for your opponent. Although i will try to get them back in the transport safely to turn their weapons on a secondary target, i will not sacrifice another unit to achieve this. After their high value target is turned to slag, they pretty much become the most expendable unit as most other units will still have important roles to play. This isn't always true, but the inevitable return fire from your enemy has to go somewhere...

When explaining how these units work in my army, it's impossible to describe their roles individually. My tactics involve having all 3 of these units working together to remove 3 high value targets in quick succession. I will spend a turn or 2 moving fast, shruggung of shooting (hopefully) waiting for my opponent to leave their back door ajar. in 90% of games, your opponent will either look to advance across the board or in the case of a gunline, spread their forces across their deployment zone to get the best firelanes.
Either way, it takes a tricky general to deploy in such a way as not to allow your eldar the time and space to perform a surgical strike against a crucial part of their army. By turn 3, you should have a good idead of where your surgical strike will do the most damage for the least casualties. You move your transports (fast) into position, being careful not to expose your rear armour or park your falcons too close to melta weapons, although this makes no difference to wave serpents. Again you ride your luck and hope that the various energy fields and coversaves will not take down your transports. I always give them spiritstones and holofields to ensure that they get to where they need to go. After a turn, you are free to pivot, drop your cargo and shoot or fly off as required. At this point Your focus should be on positioning your transports to block lines of sight to your disembarked units. The passengers inside can, move, shoot, assault as normal. If deployed close enough together you can doom your banshees target after guiding your bladestorming avengers. The odds are strongly weighted for you to erase 3 high value targets in one turn, crippling the core of your enemies force and, with careful positioning, denying LOS to your units enough that they might survive to re-embark, or move on an objective. My army list often includes other units purely to harrass, tie up or otherwise distract other elements of the enemy force. A small unit of jetbikes to boost around and unload shuriken at targets of opportunity, before making a late grab for an objective. A small squad of hawks to pour laserfire into an isolated unit or attach grenades to advancing vehicles. And the all important pathfinders to keep an eye on an objective and generally be an annoying thorn in the side for any footsloggers or lightly armoured vehicles trying to put shots on my skimmers.

The downside to all of this is that once out of ther transports, the eldar are like wet cardboard. T3 4+ save in squads of 6-10 doesnt take alot to kill, so its really important to be aggressive. These units can dish out far more hurt than they can take back, so the key is to deliver it all in 1 decisive attack. When you expose your fragile units, make sure that whatever you leave alive stands a good chance of not wiping you out in the next turn.

That's about it. The glass hammer surgical strike. A good example of why the Eldar are my favorite army in 40k.

Vroom Vroom here come the... raptorwing!

Posted by President Evil on Sunday, 2 May 2010 , under , , , | comments (0)



It's space marine day here at special cases. After much consideration over which codex was best for a marine bike army, i chose the dark angels book. Basically it came down to quality vs quantity. Vanilla marines are cheaper on points, but the ravenwing are better and fit into the theme of my army. I've chosen to make them 'raptor legion' as i like the logo and colourscheme. I intend to model them as jungle scouts, with generous helpings of packs, rolls, fuel tanks, mud and makeshift armour plates also using the excellent ancient ruins bases and parts from scibor.

Here is the 1750pt list, and a few notes on it's composition:

H.Q
Master of ravenwing landspeeder
Interrogator chaplain, termintor armour

Elites
Terminator squad (5) assault cannon, lightning claws

Troops
Ravenwing attack squadron (6), MM attack bike, 2x flamer, meltabombs

Ravenwing attack squadron (6), MM attack bike, 2x flamer, meltabombs

Ravenwing attack squadron (6), MM attack bike, 2x flamer, meltabombs

Fast attack
Speeder typhoon
Speeder typhoon
MM speeder

Heavy support
Whirlwind

A few thought on this list:
Scoring, fearless scouts on bikes? yes please. The fact that the attack bikes are also 'scouts', can operate independantly from the squad and still count as scoring makes them miles more useful than Attack bikes in vanilla bike squads. You can really get that multimelta to where it's needed, without wasting the rest of the squads firepower.
14/14/10 TL HB, TL AC speeder is awesome.
The typhoons on the ravenwing speeders are better at the anti-infantry role i intend for them (and are 1/4 of the price) than in codex space marines.
After some research, im still looking for something to tell me i can't drop a teleport homer on a scout move - it says in the DA codex that you can't make a turbo boost in a scout move, but nothing about teleport homers. In the rule book it says that a scout move is a normal movement action taken exactly as in the movement phase, and dropping a beacon is done in the movement phase as far as i can tell, never having used one. This is a tempting strategy to use, considering the deathwing assault rule, so i'd really appreciate peoples thoughts on this, and evidence either way.
Flamers and whirlwind are there for clearing enemy squads out of cover, and because they fit nicely with the theme. Melta bombs give the fast moving bikes a little anti-tank threat.

This is exactly the sort of army i love playing - something requiring finesse and a considered and deliberate application of force.
Anyway, i'll be talking plenty more about this army as i put it together. Today i started working on my Raptors Terminators:



These were made from the black reach terminators and all manner of bits dug out of my bitz box. Still got one to make when i get a pair of lightning claws.

Staying with space marines, i have some conversions for sale on Ebay. I don't need them for my bike army, so i've decided to find them a new home.









I like this one the best :)


Wraithbone, my desk & a quick sketch

Posted by President Evil on Sunday, 25 April 2010 , under , , , | comments (1)



Firstly, my apologies to anyone who has stumbled across this blog so early in it's life. It's a bit of a mess, but i'm still working on it.

So check out this sketch i did the other day. I was stuck at a family thing, miles from home, trying to avoid engaging anyone in conversation as i normally do when the OAPs decide everyone needs to be together in the same room. So anyway, i popped out a sketchbook and scribbled this down, trying to remember what the models looked like for reference.



It was done on pretty small paper - A5 or so, and i just scanned it a minute ago. Hopefully in the next couple of weeks i'll get some time to turn it into a digital painting, so look out for it.

Also, another unit from my current eldar army. I painted this a few months ago, i notice the infinity symbol on the face isn't quite right. I corrected this on my wraithguard squad (which i will post soon). i am happy with the freehand details and the pose in particular, there are a few little touches on this model that give it character.



The wraithlord on the tabletop is a fearsome opponent. Its a toughness 8, strength 10 monsterous creature. Reasonable points depending on weapon choices (no-ones going to choose the TL bright lance are they?!?). I gave mine a shuriken cannon, missile launcher and 2 flamers which i think gives good versatility. Being able to move and fire 2 heavy weapons is great, and its status as a monsterous creature is a huge advantage making him tougher in close combat and hard to kill. There are, however, particular disadvantages to the wraithlord. Most obviously: wraithsight. Having taken up a valuable heavy support choice, the last thing you need is for him to do nothing for a turn. This means it pretty much requires a psychic presence nearby. I've tried a few things for this...
1: walking a seer council around with it. pop in some destructors and you have a lethal close range flame squad and a good number of hits in cc which will hurt anything. This option is expensive on points and in practice the warlocks do little on the battlefield as not many players will risk letting this little tag team close enough to be effective.

2: lurk it with some Heavy weapon platform buddies. You can add a warlock to a heavy weapon team. So make you wraithlord a long range 'sniper' and have him sit at the back with a couple of vibrocannons. Also in this role it acts as a deterrent to pesky reserves coming in to shut down your artillery. You sort of miss out on the fear factor that a rampaging wraithlord causes when advancing. also, this is a second heavy support slot used and i like falcons....

3: Guardian guardians. Either vanilla with a weapons platform (which can also move & fire) or as i prefer - with storm guardians, 2 flamers and the all important warlock with either destructor or enhance (I5 makes a difference!). My 2nd favorite team. all those flamers can really leave a hole, and although the guardians almost always end up dead or running by the end, they normally cause a few headaches before they do so. Adding in an avatar is fun, but will attract lots of attention. Consider this a sort of wraithlord delivery system, almost great for assaulting objectives, if only those stormies had grenades....

4: Finally... The wraithwall. A troops choice of wraithguard and the wraithlord. At over 500 points, this is expensive and as a whole still quite vunerable to massed firepower or particularly large squads in CC like boyz or gaunts (they just dont have enough attacks to cut their way through). The main concern here is their points value. You want to avoid this expensive and powerful unit getting bogged down for 3 turns in assault.

Overall A wraithwall is my pick. As the rest of my army tends to be mobile i find that opponents will focus on the immediate threats of my skimmers and bikes allowing the wraithwall to move in close. Large outflanking units are still a danger, particularly if they are also fleet, which would make it unlikely to see a volley of wraithcannon shots hit home before the charge. i'm thinking genestealers are a particular concern, also given the rending rule.

As if all that wasn't enough.... here is my desk!
Notice the sinlge most important accessory in a painters arsenal:
a wet palette! if you don't use one of these, or worse... don't know what one is: stay tuned as i will be ranting about this very soon.

An introduction.....

Posted by President Evil on Tuesday, 20 April 2010 , under , , , | comments (0)



Hello! My name is Rich. I've been playing 40k on and off since about '95. I have had a go at collecting a few different armies over the years. After my most recent hiatus I have returned with an eldar army and over the last few months I've been collecting, painting and playing some games to get reaquainted with the rules in 5th. While drafting out some new army lists last week I hit upon an interesting challenge: constructing a decently competative 1500 point list that will fit in a standard gw case. 1500 points just happens to be my favoured points value. It tends to create fast, flowing games. 1.5k lists are well balanced and require careful construction. So, to add a little spice to the proceedings I decided to fit this new list into my spare standard GW case. I have about 4000 points of eldar so to build a single case army i had to think about what would actually fit, as well as building something fun to use. So without further delay, here's the list:

Farseer - guide & doom, spirit stones
Autarch - death spinner, power weapon, mandiblasters, swooping hawk wings.

Howling banshees (6) - exarch, executioner, acrobatic, warshout
Fire dragons (6) - exarch, DB flamer

Dire avengers (10) - exarch, bladestorm
Wave serpent, EML, shuriken cannon, spirit stones
Pathfinders (6)
Jetbikes (4) - shuriken cannon

swooping hawks (5) - exarch, hawks talon. skyleap, intercept

Falcon - scatter laser, holofield, spirit stones
Falcon - scatter laser, holofield, spirit stones

1501 points.
And yes.... It fits like a glove into my case, including all bases, templates, dice and books needed to use the army in a game.
My first game went well. I played Andy, a Imperial Guard player. My superior speed and mobility proved too much and i won 6 kilpoints to 4.

Special cases recommends:

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