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Made in au
Sister Oh-So Repentia




Brisbane, Australia

Hey guys.

Here's my take on a 1500 point eldar list. I'm not sure if it'll be too great for 5th ed tho.

I'm going for a high mobile, high shock army. So here it is.

HQ

Farseer 130
Doom, fortune, spirit stones

Elites

Fire dragons 121
6, exarch, firepike, crackshot

Fire dragons 121
6, exarch, firepike, crackshot

Howling banshees 192
10, exarch, mirrorswords, warshout, acrobatic

Ride in wave serpent
Wave Serpent 140
Star cannons, star engines

Troops

Dire avengers 152
10, exarch, 2 shuriken cats, bladestorm

Pathfinders 120
5





Fat Attack

Warp Spiders 159
6, exarch, spinneret rifle, surprise assault

Heavy Support

Falcon 175
scatter laser, shuriken cannon, holo-fields

Falcon 180
Brightlance, shuriken cannon, holo-fields

1490


Basically, the dragons ride in the falcons. The dragons along with the banshees shoot up on flank, while the dire avengers supported my my farseer footslog it up the middle. The warp spiders will go wherever they are needed, most likely to support the dire avengers and pathfinders.

Is this list any good at all? I do like the fast moving abilities of the eldar, and love the aspect warriors, which is why I don't have that many troops. I wouldnt mind getting my wraithlord in there somehow though.

Any thoughts or ideas on this list?
   
Made in au
Crazed Spirit of the Defiler






You seem to have a split army - half mobile, half immobile. Now this works if you have a decent ranged firebase with your army. However, it seems that the Dire Avengers with Farseer have to slog right up there, and get really, really close to be effective with the catapults.

Its not a bad idea, but you leave yourself open to having your foot element crushed first by weight of fire and/or assault from dedicated H2H units, then having the entire enemy army turn on your mobile elements. Your falcons will survive, the rest won't, most likely.

This army will work pretty well against Necrons and the like - mid ranged shooting armies that can't pummel you from a distance or smash you quickly in assault. Same against DH's or SoB. But other armies may well take this one for a ride.

 
   
Made in au
Sister Oh-So Repentia




Brisbane, Australia

Would it be better to take 2 units of jetbikes perhaps then?

With a farseer or an autarch on jetbike?
   
Made in us
Infiltrating Oniwaban






General Comments

Ditto lords2001's comment about needing to find a direction for your army- either go all mobile, or build the strength of your firebase. I see that you asked whether you should go with jetbikes, so I assume you prefer mobile. Here are recommendations for both options, though:

Mobile

Drop the pathfinders/Avengers and add two or more units of 3 jetbikes with shuricannon. Add a Warlock with spear and Embolden to one of them if you have the points. In 5th, these may or may not be scoring, depending upon which rumors you believe. If they are not scoring, you will also need several foot units. If they are scoring, 4 units like this (or 2 units of 3 bike and one larger unit of 6) should be a good start towards scoring. I prefer small jetbike units, as they split enemy fire well and can still preform well in shooting- plus you can split your shuricannon fire against, say, transports.

Next, put your Farseer on a bike (as you suggest), and give him a Spear. Personally, I only give a bike seer one power, as they do tend to bite the dust often. This gives you mobile anti-tank, and better range on Fortune. Fortune, by the way, is a very good power for a bike-heavy list.

I wouldn't go with a bike Autarch in 1500, as he will be unable to go it alone in combat, and overkill in combo with your Banshees. Better to pick up a unit of Shining Spears first (as you move towards 1750 and 1850), followed by the Autarch later. And when you do get a bike Autarch, pop for a fusion gun for him. The 10 points will often go to waste, but will be invaluable when you are faced with serious vehicular resistance (like 3 Land Raiders).

If bikes don't score in 5th, you're either going to have to either go mixed (scoring Troops on foot) or mount your Troops units, which will probably mean scrapping one of your Falcon/Dragon units or something similar at least. This is such a major re-tool that you should probably just cross that bridge when you come to it, though.

Firebase Plus Small Mobile Element

More Dire Avengers would be a good idea, as would more Guardians. As you are low on points at 1500, I would recommend dropping the Pathfinders for more shuricat-bearing units. This is because you already have a fair amount of high-strength weaponry to do what the sniper rifles do. You really need anti-infantry, anti-horde power with a high rate of fire more than you need more long-range high-strength fire. Lots of 18" range shuricats will fit this role nicely, so more DAs are a good solution. Alternately, Guardians with a scatter laser would help fill the same role, but also allow you to stop incoming transports and light vehicles. Ideally at least one unit of each would do. Optimally, 2 units of 10 Guardians with scatter laser and a unit of 10 DAs will make for the best fit IMO. If you're low on points, one unit of Avenger sand one unit of Guardians will do.

Tactically, with mixed foot/mobile forces it helps to think about "hammers" and "anvils". Make your firebase too nasty too ignore, and strong enough to deal with any fast enemies that manage to close with it- a (relatively) tough "anvil" that will attract enemy CC or fire. Meanwhile your mobile elements either deliver counter-charges or root out dug-in enemy shooters that are menacing your firebase.

Finally, it seems to me that with Eldar a mobile firebase is always superior to a static one. Eldar just aren't tough enough to sit and shoot, with the possible exception of Pathfinders (which need to be fielded in quantity to make a good firebase). This is why I always try to resist the urge to field Reapers, unless it's in Apocalypse.

Specific Comments

Drop the Firepikes on the Dragon exarchs. They're not better than the basic fusion gun, as you need to be within half-range of your basic Dragons' guns anyways.
Another possibility (to save points) is to drop the Exarchs altogether here. In 4th, I would recommend this, as basic Dragons will do the job just fine. In 5th, I'm not so sure. Removing cover saves from, say, skimmers moving fast would be well worth the 17 points.

Also, take the brightlance off of your Falcon. You're forcing yourself to not use one of that or the Pulse Laser every turn. In 4th, go with a scatter laser. In 5th, rumor has it (not 100% reliably) that assault weapons will still be fireable from moveable vehicles, so shuricannons would be your best bet.

If you have only one Serpent (full of your only real CC unit), investing in VE is a good idea. It cuts the chances of your girls being pinned in half, and guarantees their delivery more fully. In 5th, with Skimmers Moving Fast changing, this might not be as useful. However, for a single Serpent it's not a bad investment.

Spiders move so quickly that they really don't need Deep Strike. Once you aren't Deep Striking, you don't need an Exarch unless you take Withdraw. I'd drop the Exarch altogether, and roll those points back into your Troops selections.

Some folks will tell you that 2 units of Dragons in Falcons are overkill. I would disagree. It's a very particular playing style, and you will have to get good at dropping them off carefully, hopefully wiping out nearby enemy units to avoid retaliation. This is not easy, and they will die a lot- so never count on them for more than one round of shooting. if they live, that's nice. They also make a cheap distraction from your main lines when enemy units do turn back to deal with them. Foten the best way to keep Dragons alive is to make them seem like the less important threat.


Whew- hope that helps!

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