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Made in gb
Regular Dakkanaut






I have prepared the following list to take on an 1850 necron army. The army I'll be facing will have the decurion formation so will have re animation on a 4+ and I know will be full of warriors and ghost arks to try and over power me. They will be a pain early doors so need some potency to beat the down in the opening exchanges.

Thinking the following... Please be as brutal as you need to be

Clowns: 600

5 man troupe all with caresses
Lvl 2 shadowseer
Starweaver

3x Skyweavers with haywire cannons

Solitaire


Eldar: 1250

Windrider farseer
3x windriders with scatterlasers

Aspect host: +1 BS
6x swooping Hawks with exarch
5x warp spiders with exarch
5x fire dragons with exarch
Wave serpent (to carry fire dragons)

Standard Crimson hunter

Wraithlord with flamers, lance, ghostglaive and missile launcher

Wraithknight with D canons, starcannon and scatterlaser


Would love to hear your thoughts on this list. Tried to get a mix of anti armour to get through the bonus to armour on his ghost arcs and other things and powerful enough attacks to inflict some damage on the reanimation horribleness. Both armies are unbound so can advise pretty much anything!

Thanks in advance!



Check out my Painting Blog http://www.dakkadakka.com/dakkaforum/posts/list/681431.page

1850
War Convocation: 1850

 
   
Made in ca
Swift Swooping Hawk





Allright here we go.

Ditch the Wraithlord, too, slow and not tough enough. Use the points to make your Warp Spider squad bigger. 5 guys will not cut it in most situation and every loss will severely impact the overall effectiveness of the squad.

I tried the Wraithknight in a game versus Necrons recently and I recommend the Sword and Shield setup. Why? 4 D strength attacks plus stomp. D Cannons are great but they are only 2 shots and in that incarnation, you have to rely on a Feel no Pain. If you have the shield and your Farseer rolls fortune, your Wraithknight can potentially re-roll his invul saves making him even tougher.

Onto the clowns,
Shadowseer needs the Mask of Secrets, Skyweavers are great but they are even better with Glaives so they can hide in CC during your opponent's turn, hit and run out of combat and attack somewhere else during your turn.

Here is a tweaked version of your list.

Clowns (645)
Shadowseer, ML2, Mask of Secrets
Solitaire
Troop (4 players + Troupe Master all with caress)
Starweaver

Skyweaver x 3 with Haywire Cannon and Zephyrglaive

Eldar (661)
Farseer on Skyrunner
3 x Windriders with Scatter Laser
Crimson Hunter
Wraithknight (Ghostglaive/Scattershield, 2 x Scatter Lasers)

Aspect Host +1 BS (542)

Fire Dragons (4 + Exarch)
Wave Serpent (TL Shuriken Cannons, Shuriken Cannon, Holo-Fields)
5 x Swooping Hawks + Exarch
8 x Warp Spiders + Exarch

Total: 1848 pts

This message was edited 1 time. Last update was at 2015/07/29 13:03:26


 
   
Made in us
Furious Fire Dragon






I either don't understand the setup here or there is an error. It appears the Eldar Detachment is an AD and not a CAD as you have only one Troop selection. AD doesn't provide a LoW slot.

"We are all connected. To the Earth, Chemically. To each other, Biologically. And to the rest of the Universe, Atomically." 
   
Made in gb
Regular Dakkanaut






 Erik_Morkai wrote:
Allright here we go.

Ditch the Wraithlord, too, slow and not tough enough. Use the points to make your Warp Spider squad bigger. 5 guys will not cut it in most situation and every loss will severely impact the overall effectiveness of the squad.

I tried the Wraithknight in a game versus Necrons recently and I recommend the Sword and Shield setup. Why? 4 D strength attacks plus stomp. D Cannons are great but they are only 2 shots and in that incarnation, you have to rely on a Feel no Pain. If you have the shield and your Farseer rolls fortune, your Wraithknight can potentially re-roll his invul saves making him even tougher.

Onto the clowns,
Shadowseer needs the Mask of Secrets, Skyweavers are great but they are even better with Glaives so they can hide in CC during your opponent's turn, hit and run out of combat and attack somewhere else during your turn.

Here is a tweaked version of your list.

Clowns (645)
Shadowseer, ML2, Mask of Secrets
Solitaire
Troop (4 players + Troupe Master all with caress)
Starweaver

Skyweaver x 3 with Haywire Cannon and Zephyrglaive

Eldar (661)
Farseer on Skyrunner
3 x Windriders with Scatter Laser
Crimson Hunter
Wraithknight (Ghostglaive/Scattershield, 2 x Scatter Lasers)

Aspect Host +1 BS (542)

Fire Dragons (4 + Exarch)
Wave Serpent (TL Shuriken Cannons, Shuriken Cannon, Holo-Fields)
5 x Swooping Hawks + Exarch
8 x Warp Spiders + Exarch

Total: 1848 pts


That's amazing... I'm new to the game (have played 4 games so far) and of course... Harelquins are all about the hit and run at the end of the apponents cc phase. Stops them getting shot up plus gives them another furious charge. Have used the wraithkight as an overseeing protector so far hanging back and picking off vital targets, going to be interesting using him on the front line!

If I can pick your brain further that would be amazing...

1. Surely I don't really want the bikes in cc? They should be manoeuvrable enough to get in and out of trouble no?
2. What does the bigger warp spider squad give me if not more survivability?
3. Against a much bigger force of the necrons should I be trying to increase numbers? Guardians or dire avengers?

Check out my Painting Blog http://www.dakkadakka.com/dakkaforum/posts/list/681431.page

1850
War Convocation: 1850

 
   
Made in gb
Executing Exarch






 Cieged wrote:
I either don't understand the setup here or there is an error. It appears the Eldar Detachment is an AD and not a CAD as you have only one Troop selection. AD doesn't provide a LoW slot.
Xeones7 wrote:
Both armies are unbound so can advise pretty much anything!
   
Made in gb
Regular Dakkanaut






 Quanar wrote:
 Cieged wrote:
I either don't understand the setup here or there is an error. It appears the Eldar Detachment is an AD and not a CAD as you have only one Troop selection. AD doesn't provide a LoW slot.
Xeones7 wrote:
Both armies are unbound so can advise pretty much anything!


Thanks
   
Made in ca
Swift Swooping Hawk





Xeones7 wrote:
 Erik_Morkai wrote:
Allright here we go.

Ditch the Wraithlord, too, slow and not tough enough. Use the points to make your Warp Spider squad bigger. 5 guys will not cut it in most situation and every loss will severely impact the overall effectiveness of the squad.

I tried the Wraithknight in a game versus Necrons recently and I recommend the Sword and Shield setup. Why? 4 D strength attacks plus stomp. D Cannons are great but they are only 2 shots and in that incarnation, you have to rely on a Feel no Pain. If you have the shield and your Farseer rolls fortune, your Wraithknight can potentially re-roll his invul saves making him even tougher.

Onto the clowns,
Shadowseer needs the Mask of Secrets, Skyweavers are great but they are even better with Glaives so they can hide in CC during your opponent's turn, hit and run out of combat and attack somewhere else during your turn.

Here is a tweaked version of your list.

Clowns (645)
Shadowseer, ML2, Mask of Secrets
Solitaire
Troop (4 players + Troupe Master all with caress)
Starweaver

Skyweaver x 3 with Haywire Cannon and Zephyrglaive

Eldar (661)
Farseer on Skyrunner
3 x Windriders with Scatter Laser
Crimson Hunter
Wraithknight (Ghostglaive/Scattershield, 2 x Scatter Lasers)

Aspect Host +1 BS (542)

Fire Dragons (4 + Exarch)
Wave Serpent (TL Shuriken Cannons, Shuriken Cannon, Holo-Fields)
5 x Swooping Hawks + Exarch
8 x Warp Spiders + Exarch

Total: 1848 pts


That's amazing... I'm new to the game (have played 4 games so far) and of course... Harelquins are all about the hit and run at the end of the apponents cc phase. Stops them getting shot up plus gives them another furious charge. Have used the wraithkight as an overseeing protector so far hanging back and picking off vital targets, going to be interesting using him on the front line!

If I can pick your brain further that would be amazing...

1. Surely I don't really want the bikes in cc? They should be manoeuvrable enough to get in and out of trouble no?
2. What does the bigger warp spider squad give me if not more survivability?
3. Against a much bigger force of the necrons should I be trying to increase numbers? Guardians or dire avengers?


1- Keep the regular bikes out of CC use your assault move to harass your enemy (Eldar bikes get a free move during the assault phase) So use your regular move to get in position, shoot, use your assault move to hide. the Skyweavers can hold their own in CC. With a Zephyglaive your squad will have 12 S5 AP2 attacks on the charge.
2- Gives you 2 more shots per guy. So right now you are getting 18 shots instead of 10 plus increased survivability. Necrons have low ini so Warp Spiders are disgustingly efficient versus them. 18 shots that hit on 2 and wound 2 can bring down a C'Tan. I did it before...3 times before my opponent decided to stop fielding them.
3- Against a bigger Necron force? More bikes and psykers. Maybe a Hemlock fighter. The Hemlock fires D-Weapon which deny re-animation protocol AND is a psyker. Psychic Shriek can be devastating if you lower necron LD with Horrify, Terrify and the Mask of Secrets. Eldar are all about synergy and using as much leverage as possible to strike where the opponent cannot defend themselves.

This message was edited 1 time. Last update was at 2015/07/29 17:51:30


 
   
Made in gb
Regular Dakkanaut






 Erik_Morkai wrote:
Xeones7 wrote:
 Erik_Morkai wrote:


1- Keep the regular bikes out of CC use your assault move to harass your enemy (Eldar bikes get a free move during the assault phase) So use your regular move to get in position, shoot, use your assault move to hide. the Skyweavers can hold their own in CC. With a Zephyglaive your squad will have 12 S5 AP2 attacks on the charge.
2- Gives you 2 more shots per guy. So right now you are getting 18 shots instead of 10 plus increased survivability. Necrons have low ini so Warp Spiders are disgustingly efficient versus them. 18 shots that hit on 2 and wound 2 can bring down a C'Tan. I did it before...3 times before my opponent decided to stop fielding them.
3- Against a bigger Necron force? More bikes and psykers. Maybe a Hemlock fighter. The Hemlock fires D-Weapon which deny re-animation protocol AND is a psyker. Psychic Shriek can be devastating if you lower necron LD with Horrify, Terrify and the Mask of Secrets. Eldar are all about synergy and using as much leverage as possible to strike where the opponent cannot defend themselves.


Thank you so much for taking the time to help me... Invaluable!

1) great advise plus nice to play two different types of bike and I can't be accused of any sort of cheese with this list!

2) 2 more shots per guy? Sorry am at work so don't have the codex to hand! To be honest I've used the warp spiders four times and haven't really got the best tactic for them, any advice here would be great!

3) I meant the necron force is much larger than mine. They have quantity in numbers and from my first two games against them I was overrun at the start with my army coming good in the later turns. Is there a way to counteract this? Or will refining my tactics be enough? Love the idea of a crimson hunter and a hemlock ruling the skies... Too cheesy? Can I fit it in?

Check out my Painting Blog http://www.dakkadakka.com/dakkaforum/posts/list/681431.page

1850
War Convocation: 1850

 
   
Made in ca
Swift Swooping Hawk





Warp Spiders are VERY mobile. Moving 2D6+6 in the movement phase, Get to run & shoot or shoot & run plus another 2D6 in the assault phase allows you to close in quickly pump out 18 shots and pull back. Plus if you ever get targeted for retaliation you can try and flickerjump out of the way. A good tactic for this is to hug LoS blocking terrain. If you can't get out of range but can cut the line of sight with your flickerjump, your Warp Spiders are safe AND there is no limit to the number of times you can flickerjump in a turn. Trust me it will get annoying real fast for the other guy.

As for being overrun, I think the problem could be target priority but with a CC Wraithknight backed by Harlies and Skyweavers I think you can slow down and maybe even stop the enemy advance. Give it a shot.

Fitting in the Hemlock in the current would leave you with VERY few troops on the ground.

Tip for the Swooping Hawks, if you have good cover start them on the table, ALWAYS. Why? If your Swooping Hawks start in reserve, they MAY start coming in on turn 2 if you roll allright. They can also come in much later.

If your Swooping Hawks start on the table, you Skyleap on turn 1 and they go in ongoing reserve meaning they WILL come back on turn 2. That's the difference.
   
 
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