Yea, you heard it right. I've been working on building a mechanized eldar army list using the new codex and have hit upon, what I believe to be, a very solid list.
Here it is.
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Ulthwe Eldar: 1848 pts.
HQ 1:
HQ 1: Farseer = 175 Pts.
Ghosthelm, Shuriken pistol, Witchblade, Rune Armor, Runes of Witnessing
Spirit Stones, Runes of Warding, Doom, Fortune & Mind War.
-Warlocks = 105 Pts.
Warlock 1: Witchblade, Shuriken Pistol, Rune Armor & Enhance.
Warlock 2: Witchblade, Shuriken Pistil, Rune Armor & Embolden.
Warlock 3: Witchblade, Shuriken Pistol, Rune Armor & Destructor.
Troops: Black Gaurdians of Ulthwe = 133 Pts.
11x Black Gaurdians w/ Shuriken catapults.
1x shuriken cannon heavy weapon platform.
1x Warlock w/ Witchblade, Shuriken Pistol & Conceal.
-Wave Serpent Transport Tank = 160 Pts.
Spirit Stones, Vectored Engines, Twinlinked Eldar Missle Launchers,
& Shuriken Cannon
Troops: Black Gaurdians of Ulthwe = 136 Pts.
11x Black Gaurdians w/ Shuriken catapults.
1x Shuriken Cannon heavy weapon platform.
1x Warlock w/ singing spear & Conceal.
-Wave Serpent Transport Tank = 175 Pts.
Spirit Stones, Vectored Engines, Twinlinked brightlances, Shuriken Cannon
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 = 145 Pts.
Spirit Stones, Vectored Engines, Twinlinked Scatter Lasers, &
Twinlinked shuriken Catapults.
Fast Attack: Warp Spiders = 262
9x Warp Spiders w/ Death Spinners
1x Warp Spider Exarch w/ Dual Death Spinners, Suprise Assault & Withdraw.
Heavy Support: Fire Prism = 190 Pts.
Spirit Stones, Vectored Engines, Holofields, Shuriken Cannon, Prism Cannon
Heavy Support: Fire Prism = 190 Pts.
Spirit Stones, Vectored Engines, Holofields, Shuriken Cannon, Prism Cannon
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It's designed to be extremely mobile, and basically delploy so that all transports form a 'wedge' that flys up, and proceeds to slaughter a flank, punching tanks, and hopefully just killing the hell out of anything in range.
The farseer + warlocks are there to provide support, they move up the board on foot, fleeting as needed to stay within' effective range of the rest of the army relying on fortune to keep them alive and kicking. The farseer will pretty much be fortuning himself & dooming targets of opportunity, unless he's in range of a mind-war target (veteran sergeant,
HQ character, etc)
The fire prisms are the main anti-tank power/support and if I need to killzorate some power armor/punch a tank I can focus the beam or just use them in tandem to knock down armor & infantry like a white-hot scythe.
The warp spiders deepstrike near the gaurdians or on a separate flank and hopefully provide some kind of support where they are needed.
The only game this list might find itself lacking in is a game where escelation is in place. if that happens I have nothing on the board. I'm tempted to run a cheap autarc in lieu of the warlocks to give that handy +1 to reserve rolls regardless of if he's on the board. However, I like the warlocks a lot right now and am hesitant to ditch them.
Still, overall I'm very happy with this little concoction. Five skimmer tanks with
AV 12, 2 of which have holofields, 3 of which have energy fields is really appealing, and allows me to do a lot and be very very mobile, and able to focus my army on a flank very quicky.
So, what does everyone think? Decent? Good? Trash? Please critique the hell out of it
Take it easy.
-Red__Thirst-