Switch Theme:

Eldar 1000p list  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
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.




Made in se
Sneaky Striking Scorpion





Sweden

So, I'm going to upgrade my army to 1000p in maybe a month or so. I made a list, please give me feedback. Don't hesitate to flame it to hell

HQ;

Farseer with Runes of Warding, Spirit Stones, Doom, Guide - 135p

--------------------------------------------------------------------

Elites;

7 Howling Banshees with Exarch, Executioner, War Shout - 123p
Attached: Wave Serpent with Twin-linked Bright Lances - 135p

--------------------------------------------------------------------

Troops;

10 Dire Avengers with Exarch, Dual Shuriken Catapults, Bladestorm - 152p

10 Guardians with Shuriken Cannon - 85p

5 Pathfinders - 120p

--------------------------------------------------------------------

Heavy Support;

3 War Walkers with six Shuriken Cannons - 120p

Night Spinner - 115p


MODELCOUNT: 38
TOTAL: 1001p


The Farseer is there because Farseers are freaking awesome. I love them.

Howling Banshees is for dealing with the MEQ and TEQ I will inevitably go up against.

The Wave Serpent has Bright Lances because I will not use Fire Dragons, yet. They are metal, and I loathe metal models, so I will wait with them till they go finecast or plastic.

Dire Avengers for a decent troop choice. They devastated my friends in our 500p battles.

Guardians is mainly for a cheap scoring unit.

Pathfinders because they are very killy vs the Monstrous Creatures that will show up, and TEQ units.

The War Walkers are for an anti-Horde role. I was first gonna put Scatter Lasers on it, but then I learned that I have to pay for each weapon, and it became too expensive... I will still put Scatter Lasers on it and proxy them as Shuriken Cannons. No way I will use those in higher points.

The Night Spinner is there instead of a Fire Prism, because I've heard that Fire Prisms are kinda useless by themselves. They should be taken in pairs because of the supported shot. And I will never use 2 Prisms, because I want War Walkers and Dark Reapers in my other to HS slots.

This message was edited 1 time. Last update was at 2011/08/20 21:25:55


Alaitoc Eldar: 5000p

Vampire Counts: 3000p

Death Korps of Krieg: 7000p

World Eaters: 2000p 
   
Made in se
Sneaky Striking Scorpion





Sweden

Really? No response what so ever?

Alaitoc Eldar: 5000p

Vampire Counts: 3000p

Death Korps of Krieg: 7000p

World Eaters: 2000p 
   
Made in us
Swift Swooping Hawk





Oklahoma

I recommend dropping the rangers. They just won't do much at all. Another squad of guardians would be better. With the extra points you can get either a warlock for their squad or a better heavy weapon gun.

I have never used nightspinners. They don't appeal to me. You might want to consider instead of the war walkers and the nightspinner to go with 2 fire prisms. Thats alot of good fire power for cheap. Dark reapers are only ever good in games you KNOW that there will be footslogging MEQ. I love them too but alas the fireprisms have proved themselves too many times, TRY it. I would either choose 2 x 3 WarWalkers with shuricannons or 2 x Fireprism for this list.

For bigger games, be careful not to mix mech and footslogging too much. With Eldar's fast vehicles they leave behind anything on foot.

Also don't get pissy if people don't post, sometimes it means you have a good list anyway.

Craftworlds Eldar: 8500
Dark Eldar: 1000
Harlequins: 1000
Raven Guard: 1500
Tyranids: 1500
 
   
Made in se
Sneaky Striking Scorpion





Sweden

Ah, I see, sorry about that.

But this is my second list ever, so I'm pretty sure this is not a good list

I'll look into an another Guardian Squad, thanks.

Alaitoc Eldar: 5000p

Vampire Counts: 3000p

Death Korps of Krieg: 7000p

World Eaters: 2000p 
   
Made in us
Sneaky Striking Scorpion





Lebanon, PA

Why not switch your Banshees for Scorpions? Same number of points, 3+Sv instead of 4+, and their Mandiblasters give you an extra attack in CC. Give the exarch a Scorpion's Claw & Biting Blade - get major bonuses in CC if rolling well. Will only put you 5 points above where you are now (can fiddle with list some more)...

This message was edited 1 time. Last update was at 2011/08/21 20:17:44


-Makhoy

current Eldar stats: 9-4-15
check out my Eldar P&M blog: http://www.dakkadakka.com/dakkaforum/posts/list/346372.page 
   
Made in gb
Agile Revenant Titan





Scotland

For 1000pts? This is what I'd try:

1. Autarch - 80pts.
w/ Fusion gun

2. Farseer - 100pts.
w/ Runes of Warding, Runes of Witnessing, Guide

3. Fire Dragons - 80pts.
w/ 5 members

4. Dire Avengers - 152pts.
w/ 10 members, Exarch; Twin-Shuriken Catapults, Bladestorm

• Wave Serpent - 130pts.
w/ Twin-Linked Shuriken Cannons, Shuriken Cannon, Vectored Engines

5. Dire Avengers - 152pts.
w/ 10 members, Exarch; Twin-Shuriken Catapults, Bladestorm

• Wave Serpent - 110pts.
w/ Twin-Linked Shuriken Cannons, Shuriken Cannon

6. Falcon - 195pts.
w/ Scatter Laser, Shuriken Cannon, Holo-Fields, Vectored Engines

Total = 999pts.

So, the Autarch goes with the Fire Dragons in the Falcon and the Farseer in the Vectored Wave Serpent. You push forward with the tanks first turn get out and shoot the crap out of everything. You've also got the option of playing reserves shenanigans with the Autarch.

Iranna.

 
   
Made in au
Imperial Agent Provocateur






Just take Eldrad and be done with it.

Eldrad, 2 wraithlords, 3 walkers and the Avatar.

Ok.. ok.

Banshees with doom- awesome. Doom and fortune (if you expect to win combat in your turn and receive return fire).

War Walkers with guide- always classy.

Farseer in a skimmer- use that hull to increase the range of your powers!

Fire Dragons, double yes.

Autarch.. not so much.

Pimp Falcon.. just take a WS and enjoy its special rules.

DAs in WS, tried and proven. Guide/Doom, bladestorm. You know it.

2000
2000
2000
2000
 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Vectored engines are not really a must-have. Eldar tanks could move forward up to 12'' (and shoot their weapons) such that an immobilized result does not imply being wrecked.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Sneaky Striking Scorpion





Lebanon, PA

Optimus, where does it say that being in a skimmer can increase the range of a psyker's powers (Rule Book or Codex)? And by how much can the range be increased?

-Makhoy

current Eldar stats: 9-4-15
check out my Eldar P&M blog: http://www.dakkadakka.com/dakkaforum/posts/list/346372.page 
   
Made in au
Imperial Agent Provocateur






Not sure where it's mentioned or if it's just accepted on precedent. You just measure anywhere from the vehicles' hull (as there is no way to determine where the model inside is). Same deal for IG issuing orders out of Chimeras. It's a very popular technique and helps a lot with the short range orders guide and fortune (6").

Another advantage of riding in a skimmer you can turbo-boost with a re-roll (on bikes you cant boost and use a power).

I enjoy running a mob of bikes in-front (fortune from within the skimmer), turbo boost them for a re-rolled 3++ whilst giving the skimmer a 4+ (fortune if you like) so long as you've obscured correctly.

2000
2000
2000
2000
 
   
Made in us
Sneaky Striking Scorpion





Lebanon, PA

What about this for a 1K list (I'm working on mine as well):
Eldrad
DA's w/ex #10 (dbl SC's, Bladestorm) in
Wave Serpent w/ SS's, TL ShurCan, TL ShurCat's
Fire Dragons #5 in
Falcon w/ SS's, HF, ShurCan, PL, EML
Scorpions w/ex #5 (dbl chainsabres)
Guardians #10 w/SL
WarWalkers #2: 1 w/ dbl SL's, 1 w/ dbl ShCannons

Would have fairly decent coverage @ 24" for shooting, better @ 18" (Bladestorm) - have Serpent to give partial protection after Bladestorming in next turn (can also put Eldrad in Serpent & keep him in there); Dragons can be unloaded near any threat; Scorpions can kick a** of anything in CC - and can infiltrate if you drop points somewhere and add Shadowstrike for +20.

-Makhoy

current Eldar stats: 9-4-15
check out my Eldar P&M blog: http://www.dakkadakka.com/dakkaforum/posts/list/346372.page 
   
Made in us
Land Raider Pilot on Cruise Control





Tucson, AZ

Scorpions can't kick the ass of anything in CC. In fact, they'll probably lose to pretty much any other dedicated CC squad. They're good at killing GEQ in combat, but this codex doesn't support CC very well; except for 'Seer Councils.

You're playing Eldar; stick to what's good. Mobility and shooting. Not CC.

This message was edited 1 time. Last update was at 2011/08/22 18:04:01


- Imperial Fists - 7290
- Deathskulls - 6150

Take a look at my fully painted armies and terrain! - http://www.dakkadakka.com/dakkaforum/posts/list/548464.page 
   
Made in us
Sneaky Striking Scorpion





Lebanon, PA

I simply thought that the Scorpions would be worthwhile to have for CC because a) they have a better save than the Banshees (3+ vs 4+), and because of the Mandiblasters & chainsabres each would have 3+ in assault; 4A each if attacking.

-Makhoy

current Eldar stats: 9-4-15
check out my Eldar P&M blog: http://www.dakkadakka.com/dakkaforum/posts/list/346372.page 
   
Made in us
Land Raider Pilot on Cruise Control





Tucson, AZ

If you're going to take a CC unit, I prefer Scorpions. But instead, I'd rather take something else altogether.

- Imperial Fists - 7290
- Deathskulls - 6150

Take a look at my fully painted armies and terrain! - http://www.dakkadakka.com/dakkaforum/posts/list/548464.page 
   
Made in us
Longtime Dakkanaut





Harlequins are a pretty sweet CC unit too, and they don't require a transport.

I RIDE FOR DOOMTHUMBS! 
   
Made in us
Sneaky Striking Scorpion





Lebanon, PA

Don't know about the rest of you, but I've had miserable luck using my Harlies. They might be better if you could give more of 'em fusion pistols. 20 points per model (if you equip with kisses) seems pretty pricey. Would also be nice if they actually had an armor save instead of just the 5+ I-save. I've probably been using mine wrong, but IMO they're really fragile - and are usually shot away before they can get to CC range.

-Makhoy

current Eldar stats: 9-4-15
check out my Eldar P&M blog: http://www.dakkadakka.com/dakkaforum/posts/list/346372.page 
   
Made in us
Longtime Dakkanaut





Even with Veil of Tears?

I RIDE FOR DOOMTHUMBS! 
   
Made in us
Sneaky Striking Scorpion





Lebanon, PA

Yup. Has never worked for mine.

-Makhoy

current Eldar stats: 9-4-15
check out my Eldar P&M blog: http://www.dakkadakka.com/dakkaforum/posts/list/346372.page 
   
Made in us
Longtime Dakkanaut





US

Sadly they are actually 22 pts per with Kisses.

Harlies were great in other editions, but fall flat in 5th. For a DE army they are actually via since they have open topped vehicles, but they have much better options for the cost. Veil of tears is a "looks great on paper" ability, but all it takes is one good wave of bolters to pass that VoT test and the point cost loss negates their potential benefit.

A note on Eldar Melee: Don't do it. The cost of our melee choices is quickly trumped by the fact that you have to hope that your opponent is dumb enough to let you get into CC thanks to no assault or open topped transports. Scorpions should not be a thought, because when 3+ w/ FNP is the normal for dedicated assault unit they won't stand a chance. Banshees can wipe a unit, but they are so frail that getting them there and using them effectively soaks up so many points they become notworth it.

Drop the Pathfinders, drops the Banshees, go buy yourself another Wave Serpent, another Night Spinner, and go from there.

Craftworld Uaire-Nem pics "Like shimmering daggers of light our fury shall rain down and cleanse this battlefield." Autarch of Uaire-Nem
BlueDagger's Nomad pics - "Morality, my friend, is merely a price tag." - BlueDagger, Contraband Dealer. Holo-recording played during the murder trial of an undercover PanOceania officer. Court Record 9002xaB, . Infinity Nomads - Come see what it's all about!
|Looking for War-gaming matches in the Colorado area? Colorado Infinity
 
   
Made in ca
Sneaky Striking Scorpion





An Igloo Deep North in Canada, eh?

How can it not work? You move through cover no problem, and have fleet. And, nothing over 24" can touch you. I suppose you have to use them properly though. Personally, you either need to run 3 sets of Harlies for CC, or avoid CC altogether. Stick to shooty stuff.

azazel the cat wrote:The best way to play Warhammer 40k is with a pretty girl.
Both players should be using the least durable units possible, with the house rule that all players remove an article of clothing every time you lose a unit, and take a drink every time you kill one of your opponent's units.
I have no idea which army will be triumphant, but I can assure you that everyone wins.
Kain wrote:The best counter to an Eldar Farseer with malefic is smashing them upside the head with their codex opened to any page detailing the Eldar's relationship with Chaos.
 
   
Made in us
Sneaky Striking Scorpion





Lebanon, PA

How about using 1-2 Wraithlords or Avatar of Khaine for CC?


Automatically Appended Next Post:
Hey. What's one supposed to do if you're going up against a shooty army (i.e., Tau)? Especially if they've got multiple Devilfish & Hammerheads?

This message was edited 1 time. Last update was at 2011/08/22 21:35:59


-Makhoy

current Eldar stats: 9-4-15
check out my Eldar P&M blog: http://www.dakkadakka.com/dakkaforum/posts/list/346372.page 
   
Made in us
Longtime Dakkanaut





US

Avatar can be sworm fired down and is slow and Wraithlords fall victim to the proliferation of powerfist/claw/melta/lascannons.

Harliquins can easily fail, yes they can ignore cover and can't be shot at more then 24" however they are trying to get into CC so you are naturally going to be getting into shooting range. You have an assault range of 12+D6" so you first have to start off in that 24" bubble for a hopes at assault. Best case scenario one of your other units pops the tank and you assault the contents, so you slaughter your opponent and then proceed to stand around in range of his buddies that will in turn gun you down. With around a 240pt price tag to properly kit the squad it is too pricey to be a one hit wonder.


Automatically Appended Next Post:
Makhoy wrote:
Automatically Appended Next Post:
Hey. What's one supposed to do if you're going up against a shooty army (i.e., Tau)? Especially if they've got multiple Devilfish & Hammerheads?


Shot the piss out of them and out maneuver them. Your faster, tougher, and typically have more shots at a longer range. Their railguns turn into a melta shot without bonus pen vs serpents, and their to hit isn't the greatest, and Devilfish can easily be manuevered into side armor which Scatter Lasers will rip to shreds.

This message was edited 2 times. Last update was at 2011/08/22 21:45:55


Craftworld Uaire-Nem pics "Like shimmering daggers of light our fury shall rain down and cleanse this battlefield." Autarch of Uaire-Nem
BlueDagger's Nomad pics - "Morality, my friend, is merely a price tag." - BlueDagger, Contraband Dealer. Holo-recording played during the murder trial of an undercover PanOceania officer. Court Record 9002xaB, . Infinity Nomads - Come see what it's all about!
|Looking for War-gaming matches in the Colorado area? Colorado Infinity
 
   
Made in gb
Deadly Dire Avenger





Southampton

Eldar can give any army a run for their money in CC just as much as others can:

Scorpions - the ability to outflank (great for those annoying thunderfire cannons, dev squads that sit at the back), allowing you to contest objectives near the edge, and possibly take out sitty units
- Infiltrate - set them up where they cant be seen and when the enemy gets close enough, pounce out and wipe them clean - a good intercept tactic
- shed load of attacks at s4 can cause any unit to fail - iv wiped out ork boyz, tactical marines and necrons - however work best when have supporting fire, and normally wounded squads - most players forget that the eldar units all support one another

banshees - All power weapons - excellant against anything with a high save, termies, marines, necrons (ignore wbb), obliterators etc etc
- Can cause the enemy to have ws 1 in combat, and can have counter charge
- fragile armour but if they get their (usually in a serpent) they can hurt - mixed with doom and fortune they can hurt any squad regardless of saves (unless th/ss termies lol)

Harlies - Super frail unit
- can cost a lot if over graded,
- Can be seen as a big threat and suffer a large amount of concentration
- With veil of tears, kisses they can hurt quite a few different squads - specially again broken down squads
- excellant counter/intercepting squad, but rubbish save - good to mix with fortune


Please note all the eldar cc units hae high I and good WS, along with quite a few attacks

Adding a farseer with doom and fortune, they can hurt pretty much any units, but remember they need support - you cant expect a 10 man scorpion squad to take out a whole 10 man tactical squad, but a 5-7 man could fail just as easily

And if you wanna go kick ass, add yriel, this guy has taken out 4 termies in 1 round of combat for me, and for a cheap amount of points, is great

This message was edited 1 time. Last update was at 2011/08/22 23:37:39


"What do humans know of our pain? We have sung songs of lament since before your ancestors crawled on their bellies from the sea."

Farseer Eldrad Ulthran 
   
Made in au
Imperial Agent Provocateur






Exactly my point- pretty much the only downside to jet-bike farseer.

However no restriction on casting from within a skimmer. The skimmer may still boost after as they are different 'models'.

If you need fluff a jetbiker can't turbo-ride and cast, but in a skimmer you can cast as a separate pilot is controlling the vehicle.

As per CC i've really found banshees with farseer pretty much a death star unit. Initiative 10, you don't mess around.
Doom. Essential. Aforementioned- fortune.

I find a unit of 7 is pretty much ideal. It will mince a tac squad down to 2 or 3. You will most likely save the couple of fortuned hits back (or lose 1).
They will know no fear- combat locks.

Win combat in their assault phase (with I6+I5).

Your turn.

Move-fleet-assault again!

It can be a pain in the butt if you win CC in your first turn. That's why fortune is good.

A lot of my tournament success with Eldar came from castling up with war walkers, skimmers, bikes etc.

Once the enemy got close enough- disembark 2", move 6", fleet d6", assault 6" for a 15"-20" assault range.

Most importantly- don't even try without doom.

2000
2000
2000
2000
 
   
Made in us
Longtime Dakkanaut





US

.
eldanesh2011 wrote:Eldar can give any army a run for their money in CC just as much as others can:

Scorpions - the ability to outflank (great for those annoying thunderfire cannons, dev squads that sit at the back), allowing you to contest objectives near the edge, and possibly take out sitty units
- Infiltrate - set them up where they cant be seen and when the enemy gets close enough, pounce out and wipe them clean - a good intercept tactic
- shed load of attacks at s4 can cause any unit to fail - iv wiped out ork boyz, tactical marines and necrons - however work best when have supporting fire, and normally wounded squads - most players forget that the eldar units all support one another

banshees - All power weapons - excellant against anything with a high save, termies, marines, necrons (ignore wbb), obliterators etc etc
- Can cause the enemy to have ws 1 in combat, and can have counter charge
- fragile armour but if they get their (usually in a serpent) they can hurt - mixed with doom and fortune they can hurt any squad regardless of saves (unless th/ss termies lol)

Harlies - Super frail unit
- can cost a lot if over graded,
- Can be seen as a big threat and suffer a large amount of concentration
- With veil of tears, kisses they can hurt quite a few different squads - specially again broken down squads
- excellant counter/intercepting squad, but rubbish save - good to mix with fortune


Please note all the eldar cc units hae high I and good WS, along with quite a few attacks

Adding a farseer with doom and fortune, they can hurt pretty much any units, but remember they need support - you cant expect a 10 man scorpion squad to take out a whole 10 man tactical squad, but a 5-7 man could fail just as easily

And if you wanna go kick ass, add yriel, this guy has taken out 4 termies in 1 round of combat for me, and for a cheap amount of points, is great


Scorps - You won't see those units in competitive play, at least around here. Ork boys you'll overwhelm one unit, till the PK lays into you.

Banshees - You must take into account you need the farseer to make these worth the tactic so you are looking at a VERY large amount of points they will either A: get their serpent shot down, and be useless B: Kill their target unit, then get shot to pieces (T3 means a LOT of wounds to save). Doom is a must otherwise they are completely unreliable.

Harlies - 240ish pts, another chuck of points if you wanna fortune them, and suffer from one hit wonder syndrome. God help you if something deepstrikes near them.


optimus-prime-time wrote:
Exactly my point- pretty much the only downside to jet-bike farseer.

However no restriction on casting from within a skimmer. The skimmer may still boost after as they are different 'models'.

If you need fluff a jetbiker can't turbo-ride and cast, but in a skimmer you can cast as a separate pilot is controlling the vehicle.

As per CC i've really found banshees with farseer pretty much a death star unit. Initiative 10, you don't mess around.
Doom. Essential. Aforementioned- fortune.

I find a unit of 7 is pretty much ideal. It will mince a tac squad down to 2 or 3. You will most likely save the couple of fortuned hits back (or lose 1).
They will know no fear- combat locks.

Win combat in their assault phase (with I6+I5).

Your turn.

Move-fleet-assault again!

It can be a pain in the butt if you win CC in your first turn. That's why fortune is good.

A lot of my tournament success with Eldar came from castling up with war walkers, skimmers, bikes etc.

Once the enemy got close enough- disembark 2", move 6", fleet d6", assault 6" for a 15"-20" assault range.

Most importantly- don't even try without doom.


Most things nowdays will just shoot down you Banshee serpent if it hangs out in the back castling or avoid it if it gets close. The disembark is from your rear hatch so unless for some unknown reason you have the rear of your wave serpent pointing at them at the start of your turn you will typically have to travel the distance past the wave serpent to connect with something.

This message was edited 2 times. Last update was at 2011/08/22 23:53:08


Craftworld Uaire-Nem pics "Like shimmering daggers of light our fury shall rain down and cleanse this battlefield." Autarch of Uaire-Nem
BlueDagger's Nomad pics - "Morality, my friend, is merely a price tag." - BlueDagger, Contraband Dealer. Holo-recording played during the murder trial of an undercover PanOceania officer. Court Record 9002xaB, . Infinity Nomads - Come see what it's all about!
|Looking for War-gaming matches in the Colorado area? Colorado Infinity
 
   
Made in gb
Deadly Dire Avenger





Southampton

But your forgetting one thing........ The banshees need doom to help them be of any use, surely isnt that the same for all units? Hence the reason for the farseer being their in the first place.

Thats like saying guardians are nothing without guide (or avengers) and possibly doom - yet the reason to take a seer is to help improve these weaknesses

Correct though, i have sene banshees drop like paper, along with their transports, but when they do work (which has been quite often) they hurt

Scorpions - again need support like every other eldar unit - and if a pk noz was involved, after killing say 10+ boys, your gonna lose 3 scorpions, the ork then still takes a leadership test, trying to get double 1 or being hacked to death - a good point to me lol


"What do humans know of our pain? We have sung songs of lament since before your ancestors crawled on their bellies from the sea."

Farseer Eldrad Ulthran 
   
Made in us
Sneaky Striking Scorpion





Lebanon, PA

How would you guys change the list(s) around to go up against those shooty Tau?

-Makhoy

current Eldar stats: 9-4-15
check out my Eldar P&M blog: http://www.dakkadakka.com/dakkaforum/posts/list/346372.page 
   
Made in ca
Sneaky Striking Scorpion





An Igloo Deep North in Canada, eh?

This is kind of a side note, but related to dealing with Tau...but, I have never seen a Night Spinner work. I don't even understand the appeal. Could someone explain that? Cause personally, for the same price, I would rather be laying down a Prism template.

And that actual answers the question. Against Tau, you need to have Holo-fields where you can, firstly. Second, I like the Banshees, but there is one problem that has not been mentioned yet: the lack of both Star Engines, and Spirit Stones. Like extra armor, if you have a transport with CC units, you NEED to be able to deliever them. Otherwise they become cannon fodder. And, with the Star Engines, you can move 36" no matter what (minus an Immobilized, but you know).

Lastly, maybe break the War Walkers into two groups? Just thinking here, but that way you can seperate fire, and it is easier to hide smaller groups. Plus, with a group of 2, you can hide one, and have the other out in the open. You still get the cover save, but you get a clear LoS - important against Tau.

Something to consider.

azazel the cat wrote:The best way to play Warhammer 40k is with a pretty girl.
Both players should be using the least durable units possible, with the house rule that all players remove an article of clothing every time you lose a unit, and take a drink every time you kill one of your opponent's units.
I have no idea which army will be triumphant, but I can assure you that everyone wins.
Kain wrote:The best counter to an Eldar Farseer with malefic is smashing them upside the head with their codex opened to any page detailing the Eldar's relationship with Chaos.
 
   
Made in us
Sneaky Striking Scorpion





Lebanon, PA

I've just put a list of 1K Eldar together (anti-Tau, primarily). Would love to hear what you all think of it, including original poster!

Farseer w/ R. Witness., Stones, Doom, Guide or Autarch w/ pwr weapon & fusion gun
5 Fire Dragons w/ exarch, Crack Shot in:
Wave Serpent w/ Stones, ShurCannon, TL EML's
10 Banshees w/ exarch, War Shout, Acrobatic, Executioner in:
Wave Serpent w/ Stones, ShurCannon, TL EML's
10 Storm Guardians w/ 2 flamers, Warlock w/ Destructor & Singing Spear
9 DA's w/ exarch, Bladestorm
5 DA's possibly to hold in reserve - or could I put them in one of the Serpents once Dragons & Banshees are out? Or a I stuck because the Serpents are dedicated transports? Should I put 7 in each of the DA squads? As well, Farseer will be in the first Serpent (and will likely stay in there as long as he can).

This message was edited 1 time. Last update was at 2011/09/02 14:33:09


-Makhoy

current Eldar stats: 9-4-15
check out my Eldar P&M blog: http://www.dakkadakka.com/dakkaforum/posts/list/346372.page 
   
Made in se
Stubborn Dark Angels Veteran Sergeant



Lost in the warp while searching for a new codex

As pointed out before. Eldar do no belong in CC. You really can stress that enough. Your list is suffering due to the 350pts invested in what will essentially be a AV 12 tank with a single TL-EML.

The troops will get absolutly shot to pieces seeing as how they are the only ones without a transport. Eldar are fragile and there is really only onw way to play them and that is meched up. (And fully DAVU, but that is pretty boring)

at with the info the OP has given us at 1k I would cosnider something like this:

HQ:
Farseer (Doom+Guide+Stones+Spear) = 123

Troops:
10xDAs (Exarch, Dual Catapults, Bladestorm) = 152
Serpent (Scatter) = 115

5xDAs = 60

Elites:

5xDragons = 80
Serpent (Cannons+Stones) = 110

HS:
3xWWs (Scatter) = 180

Falcon (EML+Stones+Holo) = 180


I cannot believe in a God who wants to be praised all the time.
15k
10k  
   
 
Forum Index » 40K Army Lists
Go to: