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Made in ca
Regular Dakkanaut




vancouver bc

Adding my 2c to the mix. Looks like there has been some good back and forth on this thread so far!

Totally agree with Reapers, the 3+ save and brutal shooting make them a stand-out unit at 1k levels, although I just take 4-5 with no upgrades for maximum bang for buck.

With Spiders I have found the same -- definitely include 5 for 95pts, its a total steal for how much utility you can get out of them, and 10 shots at 1k level is fine. If you have points, then bump them to 8, but now they are a heavy lifter for your army. If you have another 38 pts, I like to take 2 units of 5, as it gives you maximum options. They only disappear into the warp if you jump during movement, which I can mostly avoid anyway, and you can run them as a unit pair shooting the same targets most of time too.

Walkers at this level I find Scatter laser and shuriken cannon to be the most useful weapon, but it depends on who you are fighting.

Lastly, you did mention fast CC units, and one thing to think about is 3-4 Shining Spears with Hit&Run. I haven't tried this out yet, but with Skilled Rider they Jink on a 3+, which is 2+ if you are Night Fighting. Turbo boost turn 1, set up a charge turn 2 to start taking out isolated units. At 1500 or 1850 the unit wouldnt survive, but at 1k even 1 Exarch and 1 Spear surviving the first round of shooting could be really useful.

My 2 cents!

Cheers
Ibushi

Samurai Eldar, Coming to a Croneworld Near You.

Wet Coast GT 2015 Best Overall
TSHFT 3rd Place, Best Eldar
Guardian Cup 8.5 Best General
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Tanksgiving Best Overall, Best Painted
22-2 for 2015 
   
Made in gb
Devastating Dark Reaper






 ibushi wrote:
Adding my 2c to the mix. Looks like there has been some good back and forth on this thread so far!

Totally agree with Reapers, the 3+ save and brutal shooting make them a stand-out unit at 1k levels, although I just take 4-5 with no upgrades for maximum bang for buck.

With Spiders I have found the same -- definitely include 5 for 95pts, its a total steal for how much utility you can get out of them, and 10 shots at 1k level is fine. If you have points, then bump them to 8, but now they are a heavy lifter for your army. If you have another 38 pts, I like to take 2 units of 5, as it gives you maximum options. They only disappear into the warp if you jump during movement, which I can mostly avoid anyway, and you can run them as a unit pair shooting the same targets most of time too.

Walkers at this level I find Scatter laser and shuriken cannon to be the most useful weapon, but it depends on who you are fighting.

Lastly, you did mention fast CC units, and one thing to think about is 3-4 Shining Spears with Hit&Run. I haven't tried this out yet, but with Skilled Rider they Jink on a 3+, which is 2+ if you are Night Fighting. Turbo boost turn 1, set up a charge turn 2 to start taking out isolated units. At 1500 or 1850 the unit wouldnt survive, but at 1k even 1 Exarch and 1 Spear surviving the first round of shooting could be really useful.

My 2 cents!

Cheers
Ibushi


Let us know how the Spears do if you do include them - I've always been interested in them

3500 | 1000 
   
Made in gb
Hardened Veteran Guardsman




Guildford

Excellent advice, thank you. I think I'm pretty much sold for at least five Warp Spiders. I can drop the unit of Rangers and the Runes from my Farseer to make up the points. I know my regular opponents are CSM, Orks and Daemons where I usually play (this week I was visiting home, hence Tyranids).

I do like Scatter Lasers, and depending on what opponent I'm up against, I can swap the Guardian's platform from a Bright Lance as they're both the same cost. Scatter Lasers are my go-to on Wave Serpents because of the Laser Lock effect on the Shuriken Cannon. I think a Bright Lance will always stay on one of the Walkers - cheap and powerful.

I have zero experience with Shining Spears, but on paper they can pack quite a punch - especially in the lower point games.

3,500 (and building) ASM
3,000 Blood Angels
1500 Eldar (abandoned)

AoS - Beastclaw Raiders, Ironjawz, Night Goblins, and Ogors - Destruction remains unvanquished!  
   
Made in gb
Hardened Veteran Guardsman




Guildford

Sorry to re-bump this post after a few days, but for those interested: I'd done some awful calculations somehow when putting my list together and managed to field around 900pts as opposed to 1000pts. With a little re-working (and correct maths!), here is my new list. I'll be playing tomorrow against Nurgle based CSM and an as of yet undecided second opponent.

Spoiler:

HQ

Farseer (with Dire Avengers) - 100pts
Warlock (with Guardian Defenders) with Singing Spear - 40pts

Troops

10 Dire Avengers, Exarch with Power Sword & Shimmer Shield - 160pts
Wave Serpent Transport with Scatter Laser, Shuriken Cannon & Spirit Stones - 140pts

10 Guardian Defenders with Bright Lance Platform - 110pts

5 Rangers - 60pts

Fast Attack

5 Warp Spiders - 95pts

Heavy Support

5 Dark Reapers with Starshot Missiles, Exarch with Tempest Launcher & Fast Shot - 162pts

2 War Walkers, 1x Bright Lance and 1x Starcannon - 130pts

Total Points - 997pts[u]


I'm picking up Warp Spiders tomorrow before the game, maybe semi-proxy playing them as we all know how tricky building resin models can be! I'm a little stumped as to where my miscalculations came from (like 60 points for the same unit of Dark Reapers) but I've checked the maths and this works out for tomorrow. The Rangers are included as in all my recent games having a unit of snipers has helped immensely and the Spirit Stones because they proved more useful than the Holo-Field did. Fingers crossed this game goes smoothly.

3,500 (and building) ASM
3,000 Blood Angels
1500 Eldar (abandoned)

AoS - Beastclaw Raiders, Ironjawz, Night Goblins, and Ogors - Destruction remains unvanquished!  
   
Made in us
Sneaky Striking Scorpion






 slowclinic wrote:
Sorry to re-bump this post after a few days, but for those interested: I'd done some awful calculations somehow when putting my list together and managed to field around 900pts as opposed to 1000pts. With a little re-working (and correct maths!), here is my new list. I'll be playing tomorrow against Nurgle based CSM and an as of yet undecided second opponent.

Spoiler:

HQ

Farseer (with Dire Avengers) - 100pts
Warlock (with Guardian Defenders) with Singing Spear - 40pts

Troops

10 Dire Avengers, Exarch with Power Sword & Shimmer Shield - 160pts
Wave Serpent Transport with Scatter Laser, Shuriken Cannon & Spirit Stones - 140pts

10 Guardian Defenders with Bright Lance Platform - 110pts

5 Rangers - 60pts

Fast Attack

5 Warp Spiders - 95pts

Heavy Support

5 Dark Reapers with Starshot Missiles, Exarch with Tempest Launcher & Fast Shot - 162pts

2 War Walkers, 1x Bright Lance and 1x Starcannon - 130pts

Total Points - 997pts[u]


I'm picking up Warp Spiders tomorrow before the game, maybe semi-proxy playing them as we all know how tricky building resin models can be! I'm a little stumped as to where my miscalculations came from (like 60 points for the same unit of Dark Reapers) but I've checked the maths and this works out for tomorrow. The Rangers are included as in all my recent games having a unit of snipers has helped immensely and the Spirit Stones because they proved more useful than the Holo-Field did. Fingers crossed this game goes smoothly.


I'm a little late to the game here, but I'll comment. Firstly, I'm showing your points way off again. Those DR's as equiped (4 x Starshot, 1 x Exarch w/tempest and fast shot) should come out to 222, not 162. Puts you ~57pts over.

Secondly, I think you can make some pretty small changes and get a lot more mileage out of your list. First, you probably don't want your Farseer running with the DA's. He can't cast if he's in a WS, and if he's not casting why not just use an autarch inside instead w/fusion gun? Instead, I'd run him with the Guardians where he can cast guide on the reapers and the WW's. Also, the DA squad is a lot of bloat. Honestly, the best thing DAs do, even at this low point level, is sit snug as a bug in a rug inside a WS waiting to jump on an objective at the end of the game. 5 man DA in a WS is the name of the game for a reason.

The WS: You need holo-fields, not a spirit stone. 3+ jink vs 4+ is the difference in winning and losing a game a lot of times. It's an easy 15 points to spend. Personally, I don't like the chin Shuri Cannon as it tricks you into getting closer with your WS than you want, and WS die in CC not to shooting.

The WW: I'm not sure what the deal with that load out is. I used to run a 3 man squad of x6 SLs, and it never dissapoints. Especially if you follow the advice to have the Farseer guiding them, they'll erase light tanks and infantry units every turn. Utilize Battle focus on them to keep them safe as well. 4 x SL, 2 x SL 2 x Starcannons, or 4 x BLs is what you want to be running. Mixing and matching usually just makes them accomplish nothing, Starcanon/Scatter laser being the only exception as they're both S6 and so you'll be firing them at the same target anyway.

Given the units you have I'd run something more like this:

Spoiler:

HQ
Farseer- Shard of anaris, Spirit Stone of Anath (w/guardians)
Warlock- Spear (w/Guardians)

Troops
DA x 5
WS - SL, Holofields

Guardians x 14 w/ BL

FA
5 WSpiders

Heavy
5 DR-Starshot, Exarch w/Starshot Fast shot and night vision (ALWAYS take night vision on this guy)
2 x WW's- 4 scatter lasers/ 4 bright lances / 2 Scatter lasers 2 Star cannons (your choice, but I'd equip in that order)


Basically the same loadout models wise you are running now, but slightly more optimized. Rangers got thrown out to account for the extra 65 points of DR you miscalculated . DA's got paired down to increase your guardian blob size and make sure your WW's had decent loadout. The Farseer gets Shard of anaris, and Spirit stone and goes with guardians. Shard makes them fearless, so now you have an Obsec troop choice that has to be taken down to the last man. Spirit stone allows you to cast prescience at WC 1, allowing you to consistently twin-link 2 squads a turn. DR's should always get guided, then pepper to taste prescience on either WW's, WSpiders, or guardians. If you run your DR's behind the guardian blob they'll also benefit from a cover save, so that's nice too.

Anywho, slight tweaks I think will help that core list work better. Also, 15 points short as well incase you can get a jetbike for your Farseer. Always put a Seer on Jetbike if you have a jetbike model. For 15 points to get 3+ armor and 1+ toughness as well as the ability to Turbo Boost and grab objectives late game......all day every day.

It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets.
Voltaire 
   
Made in gb
Hardened Veteran Guardsman




Guildford

My apologies, the Dark Reapers were off - I'd totally disregarded the cost of the Exarch upgrade and equipment (still got turned to mush against a Lord of Change).

The Farseer has been about trial and error for me, still being new to the game and the psyker phase. I keep a Warlock with the Guardians, but switching this around could be useful.

The WW loadout gets the best of both worlds between volume of fire (Shuriken) and Low AP (Bright Lance and Starcannon). When I'm facing Nurgle CSM often Scatter Lasers just don't cut it.

Thanks for the advice, it does make a lot more sense when it's spelled out. I can definitely see this working more in my favour!

3,500 (and building) ASM
3,000 Blood Angels
1500 Eldar (abandoned)

AoS - Beastclaw Raiders, Ironjawz, Night Goblins, and Ogors - Destruction remains unvanquished!  
   
 
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