Author |
Message |
 |
|
 |
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2008/01/15 03:54:46
Subject: Starting a new eldar army in an escalation league.
|
 |
Prescient Cryptek of Eternity
Mayhem Comics in Des Moines, Iowa
|
So a friend is starting up an escalation league to try and get several more players into starting the game, and I figure it's a good excuse to start another new army. I've currently got Marines, `Nids, and Necrons, and since no one else is playing Eldar, I figured that would be a good spot to try something different. Was to pick out stuff half based on it looking cool, and half based on it being reasonably competitive, but not cheesy, since there will be several brand new players.
Starts out at 250 pts and goes up in increments of 250 pts t0 cap at 1750. You have to get two troop choices first, then an HQ, and after that it's fair game. Units I want to fit in are Dire Avengers, Banshees, Scorpions, Swooping Hawks, a Far Seer, and despite the poor things I hear about them, War Walkers because they look too cool. What would general thoughts be on building up the army, kitting out the units and their exarcs (sp), tactics to employ and other such general advice?
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2008/01/15 14:19:05
Subject: Re:Starting a new eldar army in an escalation league.
|
 |
Regular Dakkanaut
Flower Mound Texas
|
You have two choices here. You can start out with the makings of an avoidance style army which would be a unit of bike or two, or you can run some guardians with platforms. Both options are fairly cheap and can be used in most eldar armies.
As for your first HQ I'd say take a Farseer. You can use him on ground or on a bike.
As for general advice:
-Dire Avengers: Most people have mixed feelings here. They are great anti troop and can be a tarpit from hell if equipped right. Personally I like to take one unit of these with an exarch with shuiken storm defend & shield /PS.
Against nids I run them like fish of fury tau. They hop out at range and I use the serpent to shield them from assault while they lay down fire. The can usually get 2 rounds of shooting of before they get hit. If you give them defensive upgrades you can hold most assault units in check until back up arrives. I've had good luck with them, they once held up a full death company for 4 turns and came out alive.
-That said DA's don't offer any anti tank capability. They can also be kind of pricey when pared with their serpent.
-Scorps and banshees are pretty solid. Scorpion exarchs need infiltrate and power-claw. Banshee exarch needs an executioner and war shout.
Swooping hawks are just plain awful.
-War walker are an iffy choice. (rounding corners to limit incoming fire) they can deliver alot of firepower. They are very fragile but add plenty of anti-tank or anti-troop firepower. The standard load out is all scatter lasers. I've been toying around with Eldar missile launchers(however people will go out of their way to kill them) The problem is they compete for a HS slot with a falcon/prism cannon. Both are more durable, though they don't boast as much firepower.
|
All out of witty one-liners. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2008/01/15 14:22:20
Subject: Starting a new eldar army in an escalation league.
|
 |
Deadly Dire Avenger
|
You know, War Walkers taken in a squad of 3 ISNT a bad thing. Remember that if you take two of a single weapon type on them it is NOT considered Twin Linked, unlike the god-damn Wraithlords. *grumbles at the random illogic* If you run them smart, make sure one is out front of the others the whole time, then you'll only really expect to have one destroyed outright a turn. For their points that means you've soaked up a lot of otherwise 'anti-armor' fire as well as still have 4 heavy weapoons to fire turn 2 (usually) and 2 more turn 3 with them. Thats even BEFORE acounting for cover, terrain, and other smart plays with them. Sure they are walking eggshells, but not that bad as mobile gun platforms.
As for the others? Yah, I'd go with Dire Avengers as your troop choice if you're starting out at the 250 list. Garudians can be GREAT choices, but they need support, and by themselves will get raped by other armies troops. Dire Avengers may be able to hold their own, and if you take the exarch you have the ability to bladestorm one turn, then fleet and charge the next turn. Exarch being armed with one of the sword versions, and you're not going to be too bad off in CC. You also have the edge in Inititive against most foes.
Far Seer's are one of the best and most flexible HQ's in the game IMHO. Their buffs are great, fortune lets your get double you're fun on armor saves, and doom lets you lay waste to any particular unit that you want. Bladestorming into doomed termi's is funny. Your ~200 points taking down their ~200 points in a single pass like that, when you consider termi's normally wade through light fire like water, is just too valuable to pass up. Even Gaurdian fire can become very effective against Doomed squads.
Banshee's are nuts. Scorpions are my normal pick for a CC unit though. I'd say pick based on what you play against mostly. Scorps for swarm and tying up, Banshee's for the tougher foes that the free Power Weapons hose. IC hunters normally. I'd also recommend looking into Harlie's. They are NUTS.
Now, people will tell you Hawks suck. And they CAN. But they can also have their use against swarmmy 'nids and orks. They can shoot a lot when they are on the table, basicly overcharged lasblasters. But...in general I'd recommend against getting them soon. They are really a niche filler. Get something better for your fast picks. Warp Spiders or Bikes are better choices in a vacuum.
Never underestimate a Falcon pimped with holo-fields and a 6-squad of Fire Dragons in the back. Its VERY tough to kill the Falcon before it delivers its load, and the FD's are a 96 point unit that will almost always take down something worth well over 150 points (aka most tanks) in a single shooting phase. I laugh at how many times I've pop'd some poor IG players big tank on turn 2, and then forced a LOT of fire onto that 96 point squad to make sure they didnt get another for free. Either way they will almost always get their points back and beyond. If they DONT get shot up the turn after they jump out? Jump em back in the Falcon and repeat.
You can also do Fish-Oh-Furry Eldar style with Dire Avengers and a Wave Serpent. Not MY fav trick cause Eldar dont really NEED to, but a good option.
As you get into the 1200-1600 range, Wraithlords are beasts, as are Avatars. Getting the Avatar at the 1200 range will give you some needed anti-charge and keep your troops fearless for a long time. With your Far Seer already picked, you can cast fortune on it and watch it shrug off a lot of fire.
I think that covers it for most of my Eldar advice. If you have any specific questions I'll be happy to answer.
EDIT: gdurant, how many basic troops do you know have decent anti-tank capability? Not too many, and Eldar arn't exactly a race that would do that anyways. They specialize. Best I can think of for that point range is a MEQ with a missle launcher or plasma gun, but thats a single one. I'm not sure you need it right away.
|
This message was edited 1 time. Last update was at 2008/01/15 16:07:52
www.filthy13.com |
|
 |
 |
![[Post New]](/s/i/i.gif) 2008/01/15 16:41:08
Subject: Re:Starting a new eldar army in an escalation league.
|
 |
Regular Dakkanaut
Flower Mound Texas
|
My point was it was a lot of point to spend on a unit that can ONLY do significant damage to non meq's. That aside I love Dire Avengers I like the models and I like the way they can lock down assault units. My advice was half way meant for later too. If he's taking all aspects then where is he going to get his AT from? He can put heavy weapons on his serpents/falcons, and they are effective. But as a rule I try not to put all my AT ability in to tanks. I know they're skimmers but they spend half a game not shooting thanks to movement/shaking. In his troops alone he can get anti tank from:
1. Guardians with EML are much more versatile. Granted they miss with it half the time, but it gives them an opportunity to shoot at meqs tanks swarms and hordes.
2. Bike squads with a singing spear warlock are great anti tank and anti horde.
Your right that he won't need AT weaponry right away. Though since it is an escalation league he will soon since IG players are chomping at the bit for their tanks. SM players for their terminators and land raiders. Tyranids for their MC's
As for other armies with good AT in troops:
Necrons
Space Marines
Dark Eldar
Imperial Guard
edit:
So we don't mislead anyone here's the math for DA Blade Storm against meqs
60 shots= 40 hits= 20 wounds 6.5 dead marines
/w doom!
60 shots= 40 hits =20 wounds/30 wounds= 10 dead marines
Against terminators
60 shots= 40 hits= 20 wounds 3.2 dead terminators
/w doom!
60 shots= 40 hits =20 wounds/30 wounds= 4.8 dead terminators
Also on their usage. Your better off if you can shoot the turn you charge in. Other wise you take return fire ect, and you waste the next turn of shooting.
|
This message was edited 1 time. Last update was at 2008/01/15 16:52:19
All out of witty one-liners. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2008/01/15 22:23:18
Subject: Starting a new eldar army in an escalation league.
|
 |
Prescient Cryptek of Eternity
Mayhem Comics in Des Moines, Iowa
|
Forgot to add. The other currently planned armies in the league are Sisters of Battle and Tau for the other two who know how to play, and Imperial Guard, Tau, and an undecided for the new players.
I'm liking the info so far. Not nearly as much "you want to take what?!" as I was fearing, with helpful tidbits on what to fill in space with. Thanks.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2008/01/15 23:06:13
Subject: Starting a new eldar army in an escalation league.
|
 |
Plastictrees
|
If you add 250points worth of warp spiders at the 750 point level, you will win *all* your games that week. Spiders (with exarch, withdraw, powerblades, extra spinner) are wickedly overpowered in games of less than 1000 points.
But only if you're allowed to take them out again at the 1000 or 1250 point level and put in something better.
|
"The complete or partial destruction of the enemy must be regarded as the sole object of all engagements.... Direct annihilation of the enemy's forces must always be the dominant consideration." Karl von Clausewitz |
|
 |
 |
|
|