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Made in us
Blood-Drenched Death Company Marine





Mississippi

Howdy everyone.  So here's the List, I'll elaborate after you've read it.
-------------------------------------------------------------------------------------------------
Ulthwe Eldar List: 1500 Points.

HQ 1: Farseer = 135 Pts. (Seer Council)
   Ghosthelm, Shuriken pistol, Witchblade, Rune Armor, Runes of Witnessing
   Spirit Stones, Fortune & Mind War.

-5x Warlocks  = 175 Pts.
    -Warlock 1: Embolden  = 30 Pts.
    -Warlock 2: Enhance = 40 Pts.
    -Warlock 3: Destructor  = 35 Pts.
    -Warlock 4: Destructor = 35 Pts.
    -Warlock 5: Destructor = 35 Pts.
All Warlocks armed w/ Shuriken Pistols, Whichblades, and Rune Armor. 

HQ 2: Farseer = 150
   Ghosthelm, Shuriken Pistol, Witchblade, Spirit Stones, Doom, Guide,
   Fortune, Rune Armor.

Troops: Black Gaurdians of Ulthwe = 175 Pts.
   13x Black Gaurdians w/ Shuriken catapults.
   1x Starcannon heavy weapon platform.
   2x Platform operators.
   1x  w/ Singing spear & Conceal. 

Troops: Black Gaurdians of Ulthwe  = 178 Pts.
   13x Black Gaurdians w/ Shuriken catapults.
   1x Starcannon heavy weapon platform.
   2x Platform operators.
   1x Warlock spiritseer w/ Shuriken Pistol, Witchblade & Conceal. 

Troops: Dire Avengers  = 177 Pts.
   9x Dire Avengers w/ Avenger Catapults.
   1x Dire Avenger Exarch w/ Power Weapon, Shimmerfield, Defend, & Bladestorm.

-Wave Serpent Transport Tank  = 175 Pts.
   Spirit Stones, Vectored Engines, Twinlinked Brightlances, Shuriken Cannon

Heavy Support: Falcon  = 195 Pts.
   Spirit Stones, Pulse Laser, Scatter Laser, TL Shuriken Cataputls,
   Vectored Engines, Holo-Fields,

Heavy Support: Wraithlord  = 140 Pts.
   Twin flamers, Wraithsword, Brightlance
------------------------------------------------------------------------------------------

Ok, So basically here's how this works. 

The wraithlord and gaurdians deploy pretty much mid-feild/together, with the wraithlord staying fairly close to the spiritseer warlock in the second gaurdian squad.  I opted to feild a couple of good sized gaurdian squads to help hold quarters and generally act as an anchor for the rest of the force.

Now,  the 'seer council' consisting of the farseer and 5 warlocks will ride around in the falcon, deploying out of it and mind-warring a squad leader/indie character while the destructor templates rain down upon anything in range.  This will be my 'shock-trooper' unit, hitting hard and fast, while being fairly survivable with the rerollable 4+ invunerable/armor save.  Hopefully the squad will inflict enough wounds to wipe out/damage a unit enough to cripple it. 

The other farseer will ride in the wave serpent with the dire avengers, guiding their shooting, and casting Doom upon whatever their target happens to be.  Also, in the event that I know they'll be charging/getting charged, or when they're in close combat, I'll be throwing fortune on the squad. 

The falcon and wave serpent will both be running interference/tank hunting throughout the game also. 

I really like this list as a whole, and feel that it's pretty fluffy regarding the craftworld I play (Ulthwe', incase it wasn't already obvious ) I haven't playtested it yet, as I'm still feeling out the new codex, but am confident it'll do well vs. most any opponent.  In theory anyway.

Well any thoughts would be appreciated.  Criticism welcomed as long as it's constructive

Thanks.  Take it easy everyone.

-Red__Thirst-


You don't know me son, so I'll explain this to you once: If I ever kill you, you'll be awake, you'll be facing me, and you'll be armed.  
   
Made in us
Agile Revenant Titan




Florida

Interesting list, but a couple of points. I also play Ulthwe and have been chewing over how the new rules will work:

Your Seer Counsel is interesting, but it seems to have one big flaw that I can see. You are putting them inside a tank and jumping out with Destructor and Mind War. You won't have the opportunity to cast Fortune on them. With the (finally) General 40K FAQ, they squashed casting Fortune, or even Guide, from inside the tank. You will have a very expensive unit that can be very vulnerable for a turn.

Since they are going in the Falcon, this means the Falcon will be getting fairly close to the enemy units. Why not give it the Shuriken Cannon upgrade? This tank is suprisingly good at stopping up to armor 12 vehicles and can help thin out whatever is left that the Seer Council hasn't finished off.

Your Guardian squads need to get in close. The Star Cannon shots by itself don't justify the large size of your squads. Conceal is a big help and I see you are going to throw Fortune on 1 squad at a time. When I see this, it tells me if I want to shoot Guardians, I'm going after the non Fortuned squad. They are only LD8 so I would be hoping for a morale test after killing 4 models. For nearly the same points, I'd look into an Avatar. He'd make the Guardians fearless, would help tremendously if they get into assault (much better than the Wraithlord can). As I doubt you'd be fleeting every turn with the Guardians, he'd stay right with them.

I like the Dire Avengers and I'd imagine they are sticking close the the Seer Council for clean up duty.

Interesting list. Even with the drastic changes to the Ulthwe, I'm still liking the lists we can still build.

No earth shattering, thought provoking quote. I'm just someone who was introduced to 40K in the late 80's and it's become a lifelong hobby. 
   
Made in us
Blood-Drenched Death Company Marine





Mississippi

Howdy, and thanks! I hadn't thought to check on when psyker powers activated in the turn for the eldar. Activating at the beginning of the turn for the most part (Sans Mindwar & Eldrich Storm) is somewhat problematic, especially since I can't cast them while inside of a transport.

I'll have to be cautious with them for the first turn they're out of the transport, or consider foot-slogging them. I can do either however. Flexability = good

As for the shuriken cannon upgrade on the falcon: I REALLY want to do that, but don't have any way to model it, and i'm a big WYSIWYG buff in regards to my own force. If I can pick up a shuriken cannon bit for my falcon I'll try to find a way to squeeze it in if I can. Finding somewhere to cull those points is going to be tricky though

I'm not sure why you think I'm going to be casting fortune on the Gaurdians , The first farseer stays with the warlocks and casts fortune on the squad (and himself) so that they're able to get the staying power they need. The second farseer will ride in the wave serpent with the dire avengers and guide/doom anything they get close to. He probably won't even look at the gaurdians unless things go horribly wrong. They probably will act in concert with the seer council, but I'm going to have to play this carefully now that I've learned this about the psyker powers.

Prehaps unload them a decent distance from the enemy behind cover and then charge into range on foot after casting all appropriate powers. Not requiring LoS is HUGE by the way. Mindwar the HQ behind the tank? Sure!

I understand your thought behind the big gaurdian squads, but I'm loathe to drop them below 14 models at minimum (11 gaurdiands, 2 platform operators, and the warlock). I like big gaurdian squads, even though gaurdians aren't very impressive alone, 16 of them can be intimidating, and the starcannon platform helps a lot too. Also, I WANT people to shoot at the gaurdians. Thats another reason the squads are so big. If they're targeting my gaurdians, they're not shooting at my vehicles and other more expensive units. As I said I'm still working on playtesting the list. I'm going to take it against Tyranids later today, and will try to get a bat-rep if there's interest.

Thanks fo rthe comments Sarigar, this definately changes things.

Take it easy.

-RT-





You don't know me son, so I'll explain this to you once: If I ever kill you, you'll be awake, you'll be facing me, and you'll be armed.  
   
Made in us
Plastictrees






Salem, MA

Mind war still requires line of sight to the model you want to target. It's specified in the description of Mind war.

"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 
   
Made in us
Blood-Drenched Death Company Marine





Mississippi

Ah how right you are! I just saw that as I was reviewing the power descriptions. The others don't require LoS, which is fine

Good catch Flavius, Thanks.

Take 'er easy.

-RT-

You don't know me son, so I'll explain this to you once: If I ever kill you, you'll be awake, you'll be facing me, and you'll be armed.  
   
Made in us
Agile Revenant Titan




Florida

Ok, I was assuming the Farseer was going with the Guardians, but he's riding with the Avengers. I've found Conceal to be ok with Guardians, but Fortune is what made these big squads really worthwhile in my experience. Right now, a single Landspeeder with decent round of shooting can cause a Morale test. For me, that's my biggest scare. I've failed more Morale tests than I can count, so my armies tend to be built with that in mind.

FotD is another reason I'd look into an Avatar. We went from having a LD6 vs that power, to being able to ignore it. Also, I'm not quite sure we can make an opponent roll 3d6 for psychic tests if the Farseer is in the tank, thus not actually on the table, per the new FAQ.

Let us know how your army is faring. I'm definitely curious

No earth shattering, thought provoking quote. I'm just someone who was introduced to 40K in the late 80's and it's become a lifelong hobby. 
   
Made in us
Blood-Drenched Death Company Marine





Mississippi

Well I managed to scrape a victory based purely on victory points vs. the tyranid menace.

His list consisted of the following:
Flying hive tyrant with 4 scything talons, and a 2+/6+ save.
Broodlord + 5 genestealer retinue
4 warriors, 1 venom cannon, 3 devourers
a brood of 12 genestealers w/ scuttle & carapice
a brood of 16 hormogaunts w/ leaping and adrenal glands (I:5)
a brood of 8 termagaunts w/ without number
a Ravenor
a Biovore
a BIG carnifex (it cost around 190 points) with 4 scything talons, tusks, regenerate, spore-cysts, extra wound, the whole nine.

Game: Cleanse, Gamma rules.

High points were the shurikenstorm on the broodlord & retinue, killing all of them save the broodlord, and wounding him in the inital salvo. Also, Mind-warring the flying hive-tyrant to death was a major point to look at.

Overall the list preformed very well I think. Could have been better in some areas, but I blame some of it on rediculous dice roles by my opponent (the man was rolling like I've never seen) but despite this I managed to squeak a victory out of what appeared to be a defeat.

The only models I had left on the table at the end of turn 6 was a slightly damaged falcon (he'd managed to destroy the pulse laser) the wraithlord with one wound left, and the crashed wave serpent (he never managed to destroy it, glancing 5 on the opening of turn 1, it became a turret for the rest of the game )

He had a wounded carnifex left, and 6 of the 8 termagaunt brood that had recycled (he forgot to bring them back on untill the top of turn 6) at the end of the game. I got to shoot them one last time, but didn't kill enough of them to drop them below half. Neither of us controlled a quarter, as his 'fex, my falcon, and the gaunts were all in his deployment quarter, so it was contested. The wraithlord had 1 wound left and was not scoring, and the serpent couldn't hold quarters (transport, AND immoble if that wasn't enough).

I managed to inflict more damage on him and the combined totals of half my waveserpent, wraithlord, and falcon was enough to grant me a victory by a mere 5 victory points.

Very close game, and some observations on how things went down.

Transports = GOOD. I made use of the falcon at least to get the 6 man farseer & warlocks squad where they could do the most good and draw attention. They held the wounded broodlord up, killed the 8 man termagaunt squad, killed 3 of the 4 warriors, and also tied the hormogaunts up over a total of about 4 turns.

The MVP award goes to the wraithlord, which managed to finish off the genestealers, broodlord, The last warrior w/ a venom cannon, and obliterate the remaining termagaunts with a last-ditch dual flamer attack.

I'm going to try the list next week @ our gaming club's game night. Hopefully against Ultramarines, or Tau, depending on who shows up. i'll try and tweak this list a little bit and change some things around. I'd like to try and get a small warp spider squad in for gits and shiggles, but we'll see.

Thas all for now. Take it easy.

-RT-

You don't know me son, so I'll explain this to you once: If I ever kill you, you'll be awake, you'll be facing me, and you'll be armed.  
   
Made in us
Agile Revenant Titan




Florida

Thanks for the update. The new dex has revived a lot of interest in playing the Eldar for myself. It's interesting to see how others are building lists and how they fare.

No earth shattering, thought provoking quote. I'm just someone who was introduced to 40K in the late 80's and it's become a lifelong hobby. 
   
 
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