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1850 - Eldar wannabe Space Marines!  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in de
Regular Dakkanaut




The lovely thing about Eldar is that you are almost required to have your units work together. Sadly most Eldar units tend towards extreme specialization, which can get dirty when a smart opponent focuses on crucial parts of your army.
Being a Marine player for a while now, I have learned to appreciate redundancy. Without further ado heres an Eldar army that is very Marine-like. Or propably what Marines dream to be like.

Almost exlusivly 3+ saves. Any unit can deal with tanks as well as with MEqs or hordes. But being Elder everything is mobile.

Autarch bike, lance, fusion gun, mandiblaster - 140 pts
Autarch bike, lance, fusion gun, mandiblaster - 140 pts

6 Firedragons incl. Exarch, flamer, crackshot - 113 pts (in Falcon)
6 Firedragons incl. Exarch, flamer, crackshot - 113 pts (in Falcon)

8 Jetbikes incl. Warlock, 2 shuricannons, Spear, Flamer - 232 pts
8 Jetbikes incl. Warlock, 2 shuricannons, Spear, Flamer - 232 pts

10 Warpspiders incl. Exarch, blades, doublespinner, hitnrun - 262 pts
10 8 Warpspiders incl. Exarch, blades, doublespinner, hitnrun - 218 pts

Falcon, field, vengines, stones, 2x shuricannon - 185 195 pts
Falcon, field, vengines, stones, 2x shuricannon - 185 195 pts


1849 pts, 52 models

Exarchs function like untargetable Shining Spears, hiding among Jetbikes.
The armys meant to: Flank - Shoot - Charge - Repeat.

What would you cange?
   
Made in ru
Fresh-Faced New User





if you get tied down in CC your autarchs will really suffer. Consider taken shining spears so you can withdraw. Also i don't really see the point of a fusion gun as youy have a lance. Id go for a shuriken pistol, and use the points to take hit and run on the spiders.

Also - if you're thinking about writing a post, and the best way you decide to put it is "I'm describing a rape", you probably shouldn't.)
 
   
Made in ru
Fresh-Faced New User





if you get tied down in CC your autarchs will really suffer. Consider taken shining spears so you can withdraw. Also i don't really see the point of a fusion gun as youy have a lance. Id go for a shuriken pistol, and use the points to take hit and run on the spiders.

Also - if you're thinking about writing a post, and the best way you decide to put it is "I'm describing a rape", you probably shouldn't.)
 
   
Made in us
Battlewagon Driver with Charged Engine




Murfreesboro, TN

Fusion gun = 8 + 2d6 vs. vehicles, with an average roll 15.
Lance = 6 + d6 vs. vehicles, for an average roll of 9.5; the lance rule makes it able to glance heavy armor, but only on a 6.

In addition, the fusion gun can shoot twice as far, with an average roll of 11.5 outside of 6". There's no reason NOT to take the fusion gun. The fusion is for shooting, the lance is for assault, and never the two shall meet.

I agree that the autarchs need a Spear squad or two to do the Hand-to-Hand Cha-Cha with; lances are all about the charge, after that they get dragged down.


As a rule of thumb, the designers do not hide "easter eggs" in the rules. If clever reading is required to unlock some sort of hidden option, then it is most likely the result of wishful thinking.

But there's no sense crying over every mistake;
You just keep on trying till you run out of cake.

Member of the "No Retreat for Calgar" Club 
   
Made in us
Been Around the Block




I think this list will be a lot of fun to play. I like the way you equiped your falcons, Two cannons will adds to the resiliancy, yet the weapons themselves are cheap. Competant opponents won't let them shoot anyway!

The only change I would make is hit and run for the second spider unit. Hit and run is a disgusting ability. Even though warp spiders are not serephim, they will do pretty well with hit and run.


   
Made in us
Regular Dakkanaut





Your jet bikes are a little odd...I'd go for 4 squads of 3 and drop the extra two to boost your fire dragons up to 6 and your spiders up to 10. That makes the whole scoring unit thing a little neater and you don't lose any fire power. Also, more targets = mare winnage.
cheers
   
Made in de
Regular Dakkanaut




@ ether dude: The units all have even numbers allready (6 Dragons, 10 Spiders, 8 bikes). Maybe seperatly mentioning the Exarchs was misleading. Ill edit for convenience.

@ ninjajuicer: The Falcons cost had to be 195 with two Shuricannons. Id like to have Hit n Run on the other Spiders too... Ill edit to drop 2 Warpspiders fo now.

@all: Including Spears is pretty complex.

- The Spears high price / low modelcount reqires Fortune to reroll their boosting 3+ invul. save.
    - Farseer with Fortune is needed.
         - An Autarch had to go.
             - Is hitnrun worth losing ini6 and Plasmagranades fom the Autarch?

- Something has to go to free the points for Spears.
- The Guardian Jetbikes would no longer need to function as ablative wounds for Autarchs.
     - Two smaller units could do.

   
 
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