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Made in au
Sneaky Striking Scorpion





Brisbane, Australia

Ok Folks, here is a list to have the bejesus critisized out of it, will get back to how i intend it to work later on:

HQ:

Autarch - Jetbike, Mandiblaster, Laser Lance (Attached to Shining Spear unit)
Farseer - Jetbike, Guide, Singing Spear (for all things needing guidance)

Troops:

Jetbike Squadron - Unit of 7 inc Warlock - 2x S-Cannons, Warlock with Destructor and Witchblade
Jetbike Squadron - Unit of 6 - 2x S-Cannons
Dire Avengers - Unit of 10 inc Exarch - Twin Shuricats, Defend, Bladestorm, Waveserpent inc EML / SS
Dire Avengers - Unit of 10 inc Exarch - Twin Shuricats, Defend, Bladestorm, Waveserpent inc EML / SS

Fast Attack:

Warp Spiders - Unit of 10 inc Exarch - Withdraw, Dual Death Spinners
Shining Spears - Unit of 5 inc Exarch - Withdraw, Starlance

Heavy Support:

Fire Prism - Spirit Stones and Holofields
Fire Prism - Spirit Stones and Holofields

Total points = 2000

HQ - 12.4%
Troops - 47.6%
Fast Attack - 23.9%
Heavy Support - 16%

Basic idea in brief - Autarch with Spears as punch unit, jetbikes follow Seer in close proximity to Punch unit for fire support. Spiders also add versatility to hop between support and harassment for both the Jetbike group and the paired Dire Avengers acting in unison. Fire Prisms act as fire support to both soften up hoardes or take down heavy armoured units / armour as per required basis. Full force is completely mobile and allows redeployment to which ever table quarters is required. Three full Troop squads allow rapid movement to secure objectives, with the Prisms / Spiders etc acting to support this end. Spiders under the new rules more or less get "Surprise Assault" for free now as all jumppack troops can deep strike, and without Alpha to Gamma mission criteria, allows me to use this as required. Most importantly with their overall speed, the gravity of the force can be kept in coherency with relative easy, with flexibility to get where they are needed with little fuss.

Any more info just gimme a yell and i'll go into more depth, this is just the general strategic analysis... tactics wise, can probably go a little more indepth.

Cheers,
Dave

This message was edited 1 time. Last update was at 2008/07/28 13:06:32


ERROR: Reality.sys corrupted. Reboot Universe? Y/N

Project Thread - http://www.dakkadakka.com/dakkaforum/posts/list/547860.page

Eldar - 105,000pts (Estimated), Tyranids - 15,000pts

Dras'Volharr Craftworld Project http://wcwdb.blogspot.com.au/ 
   
Made in us
Homicidal Veteran Blood Angel Assault Marine





Los Angeles

Remind me what the save on a jetbike is? I'd think Fortune for that large squad following the Farseer would be a strong addition. An in-your-face troops choice like that is giong to draw a lot of fire.


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Made in au
Sneaky Striking Scorpion





Brisbane, Australia

Yes indeedly, ive also edited the list to break the unit up into two lots, the fortuneseer is useful for throwing saves to whichever of the jetbike based units need it, as pretty much the whole army, bar the Dire Avengers is 3+ as far as armour is concerned, the touch of Fortune will majorly annoy some Essentially they become flying MEQ who can take objectives, naturally. The idea of so many St6 shots in the army, combined with a possible 66 shots of Dire Avenger fire letting loose on some poor unit after disembarking would be enough to spoil someones day... backed up with the Autarch and Spear unit throwing themselves into any survivors. Just hoping the army keeps its center of gravity nicely around the battlefield, with enough speed to pounce on what they need to instead of spending half the game getting where they are needed most.

Cheers,
Dave

ERROR: Reality.sys corrupted. Reboot Universe? Y/N

Project Thread - http://www.dakkadakka.com/dakkaforum/posts/list/547860.page

Eldar - 105,000pts (Estimated), Tyranids - 15,000pts

Dras'Volharr Craftworld Project http://wcwdb.blogspot.com.au/ 
   
 
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