Saturday, May 15, 2010

2010 'Ard Boyz List for May 16th. Company of the Damned

I think I've finalized the list I'm going to use tomorrow for the 'Ard Boyz 2500 point tournament tomorrow at Ancient Wonders.  I am hoping to be able to remove 2 units a turn and cripple my opponents ability to make their list function how they want it to.  Some people may call this list "beardy" but frankly I don't care, I'm not using any Special Characters nor Aspect Warriors.  This is going to be a straight forward Ulthwe` list of assbeatery!

Company of the Damned - Ulthwe` Eldar Strike Force 2500

HQ: Farseer w/ Runes of Warding, Spirit Stones, Fortune and Doom - 145
6 Warlocks - 4 Destructor, 1 Enhance, 1 Embolden - 210
Transport: Wave Serpent w/ Star Engines and Twin-linked Shuriken Cannons - 115
HQ: Farseer w/ Jetbike, Spirit Stones, Fortune and Doom - 160
6 Warlocks - Jetbikes, 4 Destructor, 1 Enhance, 1 Embolden - 330
Troops: 10 Storm Guardians w/ 2 Flamers
Warlock w/ Enhance - 132
Transport: Wave Serpent w/ Star Engines and Twin-linked Shuriken Cannons - 115
Troops: 10 Storm Guardians w/ 2 Flamers
Warlock w/ Enhance - 132
Transport: Wave Serpent w/ Star Engines and Twin-linked Shuriken Cannons - 115
Troops: 10 Guardian Defenders w/ Scatter Laser
Warlock w/ Embolden  - 125
Transport: Wave Serpent w/ Star Engines and Twin-linked Shuriken Cannons - 115
Troops: 10 Wraithguard
Spiritseer Warlocks w/ Enhance - 396
Heavy: Fire Prism - 115
Heavy: Fire Prism - 115
Heavy: 3 War Walkers w/ twin Scatter Lasers - 180

 Total: 2500

Strengths: 4 Troop selections - 3 of which are in Transports the other being T6 w/ 3+ armor save.
2 Councils - 1 to serve as distraction while the other annihilates.
Opponent psykers must roll 3d6 for psychic tests and anything 12 or higher = perils
2 units can be Doomed a turn
12 Flamer templates - 10 heavy, 2 large templates
Lowest weapon skill - WS3 on War Walkers and Guardian Defenders- everything else is WS4 or higher.
Lowest initiative 4.
Every unit can wound on 2+

 Weaknesses: Guardians as basic troops so entire army sans Wraithguard are S3 and T3.
Must use Multiple units to assault a single unit in order to secure victory.
AP5 autolifts troops out in the open.
3 very expensive units of 300+ points
15 Kill Points in Army.

Overall Strategy:  Take every unit in a transport and blitz forward 36" into opponents deployment zone.  Unload and use Transports as screens to prevent additional assaults.  Use Jetbike Council and Wraithguard defensively to take out outflankers as well as protect Fire Prisms and War Walkers.  Unload everything into 1 unit per turn til it's gone then move onto the next.  Due to defensive strength of Jetbike Council and Wraithguard, I do not have to worry about advancing enemy.  Everything on defense wounds on a 2+ or is Ap2 and wounds on a 2+.  4 Troop selections should be able to hold objectives without being contested if I'm able to secure a corner in opponents deployment zone and move diagonally towards the opposite corner of my deployment zone.  This should provide a large Kill Zone for the Prisms, Walkers, Guardians and Wraithguard as the Storm Guardians and Council dig out my opponents entrenched units.  Every unit except Wraithguard and Walkers remove cover saves due to flamer templates and hopefully if Doom is properly applied I can inflict so many wounds that my opponents dice will fail.

We'll see how it goes!