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Made in us
Abhorrent Grotesque Aberration





Connecticut, USA

HQ: (725)
Autarch (140) w/ Jetbike, Laser Lance, Mandiblasters, Fusion Blaster
Warlock (170) w/ Runes of Warding, Spirit Stones, Jetbike, Fortune, Guide
Warlocks x8 (415) w/ Destructor x3, Enhance x1, Embolden x2, Jetbikes

ELITES: (180)
Fire Dragons x5 (80)
Wave Serpent (100) w/ Spirit Stones

TROOPS: (120)
Dire Avengers x 5 (60)
Dire Avengers x 5 (60)

HEAVY: (475)
Falcon (180) w/ EML, Holo Fields, Spirit Stones
Falcon (180) w/ EML, Holo Fields, Spirit Stones
Night Spinner (115)

TOTAL: 1500

Thoughts?
   
Made in gb
Commoragh-bound Peer




I would say to drop the autarch and the two fallcons and replace them with fire prisms, and put the farseer and council into a wave serpent which is more survivable. This also allows you to possibly get another dire avenger squad in wave serpent and ppossibly vyper.

This message was edited 1 time. Last update was at 2012/04/14 20:35:13



92% of teens have moved on to rap. If you are one of the 8% who still listen to real music, copy and paste this into your sig.  
   
Made in us
Abhorrent Grotesque Aberration





Connecticut, USA

Thats the one thing I'm avoiding, I don't want to run just another Mechdar List.

I really like the Jetbike Models,, and already have 2 Falcons and a Spinner, so thats where that comes in.

If I dropped the Autarch I could squeeze out another Fire Dragons squad though.
   
Made in us
Sneaky Striking Scorpion






revackey wrote:

If I dropped the Autarch I could squeeze out another Fire Dragons squad though.


While generally, more fragons = more better, I would be reluctant to in this list. The Autarch does something very specific another dragon squad wouldn't: makes your bike council a credible threat in CC. I used to run a jet council, and they are a great death star.... Against anything that isn't in power armor. Course, being as MEQ accounts for nearly half the armies you'll face all your opponent has to do is bog you down in cc and let attrition do its thing. But an Autarch in that group gives you the ability to wipe full 10 man units, after proper destructor love.

One thing I would recommend is dropping at least 2 locks from the unit. Unless I misted your list I see 8, 2 without any powers. With fortune, you can afford to do a 6/5 man squad and come out of most fire fights fine. Use those points for fragons if you so desire, give the fragons the falcon. Let yor DA's reserve/go to ground on objectives in cover. Alternately, change a falcon for a WS and get another WS.

Also, not that you asked, but I'd recommend doom over guide. On the seer council you may likely be out of range to support other units, and the council doesn't get much mileage out of guide.

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 us
Screaming Shining Spear





Hagerstown, MD

First off your Wave Serpent HAS to take a turret weapon, so your points are slightly off.

Secondly, I'd give the Farseer and at least 1 Lock Singing Spears. The Farseer shouldn't even get into melee so that he/she can't be singled out and having a second Lascannon equivalent for popping transports is always great.

Thirdly, don't underestimate Seer Council against MEQ. I took on a 1k Sons, Khorne Bez, and 5 man Plague Marine squad with my Seer council (of only 5 locks + seer + autarch) and beat them all. Destructor will soften up targets really well if you can catch them on foot and you can put out a good bit of attacks before they can lowering the hits back, which will usually be negated anyways.

More power to you for not wanting to run a typical Mechdar list. I wasn't before but I became a bigger fan of Jetbikes after I start running a seer council. I would put in a squad of 3 GJB in reserve and just have them constantly flat-out so till last turn to nab objectives. Only lost them once as the enemy is usually more worried about other targets or isn't in range/Line of Sight. I don't get Spirit Stones though, is it really just to Guide a Falcon first turn? I think that's a bunch of points that could be used elsewhere.

4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0
3000 Points of Heralds of Arcadia (Space Marines) 
   
Made in us
Abhorrent Grotesque Aberration





Connecticut, USA

Dash2021 wrote:
revackey wrote:

If I dropped the Autarch I could squeeze out another Fire Dragons squad though.


While generally, more fragons = more better, I would be reluctant to in this list. The Autarch does something very specific another dragon squad wouldn't: makes your bike council a credible threat in CC. I used to run a jet council, and they are a great death star.... Against anything that isn't in power armor. Course, being as MEQ accounts for nearly half the armies you'll face all your opponent has to do is bog you down in cc and let attrition do its thing. But an Autarch in that group gives you the ability to wipe full 10 man units, after proper destructor love.

One thing I would recommend is dropping at least 2 locks from the unit. Unless I misted your list I see 8, 2 without any powers. With fortune, you can afford to do a 6/5 man squad and come out of most fire fights fine. Use those points for fragons if you so desire, give the fragons the falcon. Let yor DA's reserve/go to ground on objectives in cover. Alternately, change a falcon for a WS and get another WS.

Also, not that you asked, but I'd recommend doom over guide. On the seer council you may likely be out of range to support other units, and the council doesn't get much mileage out of guide.

True, I think the Dragons would be a bit of a waste, as the Autarch gives the Locks a CC punch.

Thinking about cutting down the seer squad, and dropping Spirit Stones, for a GJB and the Turret on the serpent (Silly mistake)

I dont like the idea of putting dragons in falcons, they have two totally different jobs, generally you wan to to floor it with Fire Dragons and get in your enemies face, with Falcons you want to be shooting, if your in your enemies face your wasting a turn of shooting and opening a quite expensive tank up to loads of Melta. If your shooting the FD are useless.

Plus I find that being able to have a tank that is scoring (especially with holofields) is lovely.


felixander wrote:First off your Wave Serpent HAS to take a turret weapon, so your points are slightly off.

Secondly, I'd give the Farseer and at least 1 Lock Singing Spears. The Farseer shouldn't even get into melee so that he/she can't be singled out and having a second Lascannon equivalent for popping transports is always great.

Thirdly, don't underestimate Seer Council against MEQ. I took on a 1k Sons, Khorne Bez, and 5 man Plague Marine squad with my Seer council (of only 5 locks + seer + autarch) and beat them all. Destructor will soften up targets really well if you can catch them on foot and you can put out a good bit of attacks before they can lowering the hits back, which will usually be negated anyways.

More power to you for not wanting to run a typical Mechdar list. I wasn't before but I became a bigger fan of Jetbikes after I start running a seer council. I would put in a squad of 3 GJB in reserve and just have them constantly flat-out so till last turn to nab objectives. Only lost them once as the enemy is usually more worried about other targets or isn't in range/Line of Sight. I don't get Spirit Stones though, is it really just to Guide a Falcon first turn? I think that's a bunch of points that could be used elsewhere.


As I pointed out above I will most likely drop a Lock or two and spirit stones for what you said: GJB and a turret as one is mandatory and the other seems like a welcomed addition. Good call on the singing spear too, I never thought of it that way, I'm certainly doing that if points allow me.

Thanks for the advice guys!
   
Made in us
Longtime Dakkanaut






Dallas Texas

Seercouncil is 2 expensive at 1500. You literally have like 3 tanks and 10 jetbikes for ur entire army, which doesnt have enough table coverage.

5000+ pts. Eldar 2500pts
"The only thing that match's the Eldar's firepower, is their arrogance".
8th General at Alamo GT 2011.
Tied 2nd General Alamo GT 2012
Top General Lower Bracket Railhead 2011
Top General Railhead 2012
# of Local Tournaments Won: 4
28-9-1 In Tournaments As Eldar.
Maintained a 75% Win Ratio As Eldar in 5th Edition GT's.



 
   
Made in cn
Screaming Shining Spear





Hagerstown, MD

Smitty0305 wrote:Seercouncil is 2 expensive at 1500. You literally have like 3 tanks and 10 jetbikes for ur entire army, which doesnt have enough table coverage.


Which is why the army that I played very similar to this got first in the last tournament, beating Orks, CSM, Daemons, and Space Pups (last one was really rough, 3+ Psychic hood? ). Once again Smitty, I am hard pressed to find many times that I agree with your advice.

It depends on your play style and can take on most armies, but if you get that Draigo wing or Deathwing army.... just pack up You have very little power against 2+ armor which will make things tough on you. That huge problem is why I'd take a FPrism over NightSpinner in this list. Night Spinners are better than Fire Prisms when they come solo... but they fill that gap of IDing Paladins and Meganobz which is the biggest problem. Yes there are Pulse Lasers/Plasma Missile combo but that just won't do much with such low BS. At least when the FP gets a HIT it means that squad is doomed. Although, using destructors and then jumping back 6" and hoping the Paladins/Meganobs get a bad roll for Difficult Terrain and don't get to catch up to you is an option... but that one die roll can mean you..... die. (Couldn't come up with a better pun, sorry)

4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0
3000 Points of Heralds of Arcadia (Space Marines) 
   
Made in us
Sneaky Striking Scorpion






revackey wrote:
True, I think the Dragons would be a bit of a waste, as the Autarch gives the Locks a CC punch.

Thinking about cutting down the seer squad, and dropping Spirit Stones, for a GJB and the Turret on the serpent (Silly mistake)

I dont like the idea of putting dragons in falcons, they have two totally different jobs, generally you wan to to floor it with Fire Dragons and get in your enemies face, with Falcons you want to be shooting, if your in your enemies face your wasting a turn of shooting and opening a quite expensive tank up to loads of Melta. If your shooting the FD are useless.

Plus I find that being able to have a tank that is scoring (especially with holofields) is lovely.


As smitty pointed out, you don't have a ton of target saturation here. Your Falcon's will be great at staying alive, but they're gonna be shaken practically all game. Unless you roll spectacularly on first turn, you're going to eat all of your ant tank into your falcons by turn 2. If you ended up going with dragons in the falcon, the idea would be to keep it cheap with a shuricannon (the damn thing's gonna be shaken carrying dragons, don't put anything useful on it) and make a bullet proof ride for your most reliable anti-tank. Once they've been dropped off, turbo boost the falcon back to the DA's and go about your business carting them around the rest of the game. Wouldn't normally suggest doing such a thing, but by dropping only those two warlocks you'd have the points to make that an option.

As Felix mentioned, GJB's might be even better. Reserve them, keep them within 24" of an objective but behind cover when they do come in. No one cares about them, cause they're terrible at everything but last turn objective grabbing. If your opponent does go out of his way to make them a target, with proper positioning you can ensure whatever forces he commits to killing the squad are neutralized for at least 2 turns. It's pretty win win.

There's a ton of ways to play it, but my overall suggestion is still the same: I don't think dropping the autarch is a good idea. Plenty of other fat to be cut out of the army without removing your only power weapon from your pseudo-death star, and losing the +1 reserves (didn't mention that earlier, but it can be a godsend). As far as spirit stones, with no real examples or metrics to throw into the fight all I can say is that I've never even thought of using a farseer without them. Fortune + doom are such big force multipliers, I just can't help but cast both every turn. Eldar are kinda peculiar in that our army's generic HQ's are gigantic force multipliers (when played correctly). Find other places to make the cuts to fit in extra squads.

Best thing to do is play test it and see what fits your play style. Using the falcons as bullet proof bullet magnets is a no brainer for me, but I grew up playing back when 3 clown car Eldar was king of the hill. Some might feel more comfortable sitting back and shooting. Play around with it and see where your natural inclination is with the army, then gear towards your game play. Trying to mold your play style to an army will never work as well as molding an army to your play style.

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
Commoragh-bound Peer




Seer councils seem to be more common in tournaments and often come in the top 10 but you also lack model count to field the seer army as they're all quite expensive points wise.


92% of teens have moved on to rap. If you are one of the 8% who still listen to real music, copy and paste this into your sig.  
   
Made in us
Abhorrent Grotesque Aberration





Connecticut, USA

HQ: (637)
Autarch (140) w/ Jetbike, Laser Lance, Mandiblasters, Fusion Blaster
Warlock (172) w/ Runes of Warding, Spirit Stones, Jetbike, Fortune, Guide, Singing Spear
Warlocks x6 (325) w/ Destructor x3, Enhance x1, Embolden x2, Jetbikes

ELITES: (202)
Fire Dragons x5 (92) w/ Exarch
Wave Serpent (110) w/ Spirit Stones, TL Shuri Cannons

TROOPS: (186)
Dire Avengers x 5 (60)
Dire Avengers x 5 (60)
Guardian Jetbike Squad x3 (66)

HEAVY: (475)
Falcon (180) w/ EML, Holo Fields, Spirit Stones
Falcon (180) w/ EML, Holo Fields, Spirit Stones
Night Spinner (115)

TOTAL: 1500

Updated, I added in:
-Spear on the Lock.
-Exarch on the Fire Dragons (I had an extra 12 points, I had no clue what to do with, figured, I have the model, and BS5 is cool I guess...?
-Turret on the Wave Serpent.
-Guardian Jetbikes.

The points seem odd to me, but I've checked them over a few times.

Anyways, I know that there isn't a whole lot of target saturation right here, but I have the Autarchs +1 to reserve if I feel like I will get torn up turn one, so I come on bottom of turn to, as long as my dice approve. Furthermore, I'm not looking for a super noncompetitive list, but if I want to go to a tournament, I will take my optimized Dark Eldar. This army is more to have fun with against similarly leveled armies.

I'm going to be trying the Firedragons in both transports along the way; planning on playtesting the crap out of this list to try and get the hang of it. Like you said, trying to find my playstyle with this list.

The one reason I decided on the Spinner over the Prism is because honestly, I'm not sure if its just my awful rolls, but I have never had any luck with Prisms. Plus the Spinner would be useful against Draigo Wing, it would hinder their movement even further, so the idea would be stay out of range and shoot them with whatever I can.

   
Made in gb
Commoragh-bound Peer




At the moment you've got footslogging dire avengers and the rest is fast. you need to choose what you want really, a fast mechdar army, jetbike eldar or a footsloggers list full of guardians


92% of teens have moved on to rap. If you are one of the 8% who still listen to real music, copy and paste this into your sig.  
   
Made in us
Abhorrent Grotesque Aberration





Connecticut, USA

DA are in the falcons
   
Made in gb
Commoragh-bound Peer




Ok But You Really Need To Choose What You Want As Mixed Eldar Armies Don't Really Work. This Is Because The Opponent Will Target One Part Of Your Army And Thus Reduce Your Ability To Deal Damage. I Know This As This Is The Tactic I Use Against Enemy Mixed Eldar Armies.


92% of teens have moved on to rap. If you are one of the 8% who still listen to real music, copy and paste this into your sig.  
   
Made in us
Abhorrent Grotesque Aberration





Connecticut, USA

I edited up the list a bit, and this seems to be doing much better at 1,500 points, at this point I could drop mind war and spirit stones on the Seer for a third Destructor Lock, and Spirit Stones on each of the Troop Wave Serpents.


HQ: (565)
Autarch (130) w/ Jetbike, Laser Lance, Mandiblasters
Warlock (170) w/ Runes of Warding, Spirit Stone, Mind War, Jetbike, Fortune
Warlocks x5 (265) w/ Destructor x2, Enhance x1, Embolden x1, Jetbikes

ELITES: (180)
Fire Dragons x5 (80)
Wave Serpent (100) w/ TL Shuri Cannons

TROOPS: (525)
Dire Avengers x 5 (60)
Wave Serpent (115) w/ TL Scatter Lasers
Dire Avengers x 5 (60)
Wave Serpent (115) w/ TL Scatter Lasers
Dire Avengers x 5 (60)
Wave Serpent (115) w/ TL Scatter Lasers

HEAVY: (230)
Fire Prism (115)
Fire Prism (115)

TOTAL: 1500

Thoughts?
   
 
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