1) The Doomweaver doesn't do much to a unit that doesn't want to move; for example, one sitting on an objective.
2) Even three Night Spinners isn't enough to bog down the entire board.
3) I really need to start following my own advice...
Having had time to mourn the dead and place their spirit stones into the Infinity Circuit, I am now satisfied that I have given the Night Spinner a decent playtest. While at excels at taking out hordes of infantry, it's a poor cousin to the fire prism when it comes to tanks and space marine-equivalent troops (MEQ).
With Kublacon coming up in a mere three months, now is the time to start planning. I am no longer interested in running a fluff list at this point. I sold all those Eldar lives cheaply at Dundracon and now it is time to earn them back.
First of all, what list to bring? Last year I discovered the advantages formulating a list first, then working toward building and painting that list. It gives you goals, it lets you portion out the work in discrete chunks, and it is oh so satisfying to complete! I think I'll use this process again this year.
What goes into the list this time? Well, I will be dispensing with infantry upgrades this time around. While I love the idea of exarchs leading their squads into battle with all their dirty tricks, without full-sized squads and crack timing these tricks are insufficient to the variety and scope of tricks available to more current armies. So, bye bye Exarchs!
Next to go is the autarch. Don't get me wrong, I really love the autarch, but he's nothing against a thunderhammer/storm shield terminator. Adios!
The Night Spinners will be replaced with 3 or 2 Fire Prisms. Whether I take 2 or 3 depends on whether I choose to bring along a squad of war walkers. Three war walkers sporting star cannons sounds very appealing right now...
Next, I will deploy a second unit of fire dragons in a wave serpent. For the first time in ... well a long time... my fire dragons really paid off. They were able to take down tanks, terminators and battle suits with relative ease, and I will put these bad boys to work again since they seem to be in a more helpful mood now.
This gives us a core of 3 fire prisms or 2 fire prisms and a war walker squadron, 2 squads of fire dragons in wave serpents and 2 squads of dire avengers in wave serpents. All tanks will be loaded up with spirit stones and star engines (NON-negotiable if you run eldar and DON'T let anyone tell you differently; you MUST be able to move to survive). With my option load-out, we're looking at something like:
- 10 fusion guns (fire dragons)
- 2 twin-linked brightlances (wave serpents)
- 2 twin-linked starcannons (wave serpents)
- 3 prism cannons OR
- 2 prism cannons and 6 starcannons (walkers)
The real question is what else can I fit in there? I'm leaning towards a smallish Seer Council. This unit can carry a serious punch, even though it doesn't do well in protracted assaults.
I can squeeze in a 6-bike seer council if I leave one of my warlocks without powers. That will give me 6 singing spears or 3 Destructors, while the farseer cranks out Guide and Fortune. That gives me a touch of anti-horde (three heavy flamers) and some decent tank-busting, particularly with Guide. I will have to be careful about getting locked in assaults, but this list is really light on assault anyway. "Light" as in "None."