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Made in us
Regular Dakkanaut




Vancouver, WA

Howdy there. I am just getting back into 40K after a nice, long 8 year break or so.

I put together this 'generic' list, as something straight forward and simple to play with to get my bearings again. No tournament stuff, just something fun.

Please feel free to tell me if it's legal, if my points calculations are correct, and if there are any glaring holes that might bite me in the butt during play.

Thank you!
=======================

Farseer 145
Guide (20), Mind War (20), Fortune (30) Spirit Stone (20)

Dire Avenger x10 152
Exarch w/Avenger Shuri-cat (17), Bladestorm (15)

Dire Avenger x10 152
Exarch w/Avenger Shuri-cat (17), Bladestorm (15)

Guardians x10 100
Eldar Missile launcher (20)

Guardians x10 100
Eldar Missile launcher (20)

Rangers x5 120
Pathfinder (5) x5 (25)

Wraithguard x6 244
Warlock (25), Spiritseer (6), Singing Spear (3)

Fire Dragons x6 136
Exarch + Firepike (20), Tankhunters (15), Crackshot (5)

Wraithlord 140
Scatter laser (20), Starcannon (30)

Dark Reapers x5 207
Exarch w/Eldar launcher (22), Crackshot (10)



Total Points 1496
65 Models

"Wheels within wheels, in a spiral array, a pattern so grand and complex.
Time after time we lose sight of the way, our causes can't see their effects."

 
   
Made in us
Executing Exarch





Los Angeles

Welcome back to 40k, a lot has changed since you left. Right now we are right at the point of switching editions so you'll want to be gearing up for 5th. With that (and other things) in mind, lets take a look at your list.

Farseer 145
Guide (20), Mind War (20), Fortune (30) Spirit Stone (20)

What are you planing on doing with this guy? And a better question might be what is your general plan of attack for the entire army. You'll want to have one in mind so you can really work as a force rather than just a bunch of individual units. That aside, where is your farseer going to be? If he's going to be in the back putting guide and fortune on the reapers, he'll never use mind war and you can ditch it for extra points. If he's going to be running up fortuning wraithguard, then he doesn't really need to guide them since they are already BS4 and the guide only gives them a 22% increase in hits where as mindwar can take out power fists and plasma guns that can really threaten the unit. In either (or other) case, 3 powers can't ever be used in one turn so you'll want to figure out where he's going and give him the 2 powers that will really be useful there.

Dire Avenger x10 152
Exarch w/Avenger Shuri-cat (17), Bladestorm (15)

Dire Avenger x10 152
Exarch w/Avenger Shuri-cat (17), Bladestorm (15)

Looks good. Move up, stick to cover and open up as soon as you get in range. The 5th edition wound allocation and line of sight rules really help Avengers. One thing to consider is giving the exarch blade storm, a power weapon, and a shimmer shield. It makes the unit able to suck up more punishment if it ends up in hand to hand. Not a requirement, but possibly something you'll want to look into if you find they are getting murdered in hand to hand too often.

Guardians x10 100
Eldar Missile launcher (20)

Guardians x10 100
Eldar Missile launcher (20)

In previous editions the missile launcher was a junk weapon for guardians. With the new 5th edition blast rules, it may be much better. If you find that its not stacking up for you (and by the way, on guardians it's only good for anti troop work) then you may want to switch to a scatter laser for troop killing or a bright lance for tank busting.

Rangers x5 120
Pathfinder (5) x5 (25)

Keep them in cover and they are great for holding objectives in your deployment zone.

Wraithguard x6 244
Warlock (25), Spiritseer (6), Singing Spear (3)

You might find that these guys really need a fortune farseer with (or near) them to keep them alive. All in all though, they are tough enough to last till they get in range for their guns.

Fire Dragons x6 136
Exarch + Firepike (20), Tankhunters (15), Crackshot (5)

There are a couple of problems with this unit. The first is that they are going to get shot to pieces without a transport. They are just too frail to ever make it to the back field where enemy tanks (their primary targets) are going to be without a transport to get them there. So, you should either get a wave serpent or a flacon for them or just ditch the squad entirely and pick up something else. The second problem is that fire dragon exarchs are just a waste of points. They don't bring anything really useful to the squad that it doesn't already have in abundance. If you need the extra 6" of range from the fire pike, you didn't move your dragons properly and just wasted a huge amount of fire power. Tankhunters makes the whole squad go from 8+2d6 armor penetration (average of 15) to 9+2d6 (average of 16) yay...totaly not worth spending points on. Crack shot is also mostly a waste. How often do you expect to not wound with your strength 8 weapon against targets with a toughness? The slightly better point is that it means he ignores cover saves (which tanks now get) but since the ability doesn't affect the whole squad, it isn't worth getting an exarch for. Some people like taking an exarch with a flamer so that the unit has some additional anti troop capability. This is an option I'm not fond of but enough other quality people like it that I think its worth mentioning. So if you are married to the exarch, you might want to do that. It might not be a bad idea since if you are on foot, you're never going to get close to a tank anyway.

Wraithlord 140
Scatter laser (20), Starcannon (30)

If you were seriously lacking in anti troop firepower, this would be a good build. However since you seem to have anti troop power a plenty, it would probably be best to outfit this guy for anti tank work. The eldar dreadnaught is the only real anti tank platform you can get that's BS4, so you might want to take advantage of that. Give him a missile launcher and a bright lance (with 2 flamers on the hands in case anything gets close) and you'll be ready to go.

Dark Reapers x5 207
Exarch w/Eldar launcher (22), Crackshot (10)

I love me the dark reapers. One thing I don't like with them though is the missile launcher on the exarch. While plasma shots will be better than they were before, they lack the ap 3 punch of the rest of the unit. They also temp you to shoot tanks and thus waste the increadable anti troop fire power of the rest of the unit. If you can work out the points to do so, give the exarch a tempest launcher (and keep crack shot). If you can't, it may just be better to get rid of the exarch and spend the points else where.


**** Phoenix ****

Threads should be like skirts: long enough to cover what's important but short enough to keep it interesting. 
   
 
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