From the discussion here:
http://www.dakkadakka.com/dakkaforum/posts/list/0/215984.page
20 pathfinders, 2 farseers with fortune/doom/guide, and 2 dark reaper squads with exarch w/tempest and fast shot.
It would also have 2 units of Harlequins (see tactics later on).
It cannot kill heavy tanks (except charging land raiders, but thankfully they can't kill you so it all works out.)
You can fortune as needed (usually the reapers) but if it isn't needed, you can guide whoever you like (pathfinders or reapers); then doom two targets and let her rip.
This is how this army works:
Find the spot where the enemy will be most slowed by difficult terrain when he tries to get to you. Ignore cover, you don't need it you have your own.
This army does have problems with mech lists, but most do until the paradigm shift occurs where 8+ meltaguns is common in every army.
You can take light mech (AV12 or less) and rhino rushes but it won't be easy by any means.
aka This is a theory army, exploring which helps new players grasp some of the finer points of the game. To make a more balanced army list I'd bring tank busting instead of the dark reapers, I consider both the dark reapers AND pathfinders mutually exclusive. You bring one or the other, not both.
Since both work with the way this army is designed, I'll just leave them both in so you can really see how an Eldar army works when properly supported and built to work as a cohesive whole.
All the way past the list for more tactics, please.
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1750 Pts - Eldar Roster - Annoyance
1 Farseer @ 160 Pts
Psyker; Doom ; Fortune ; Guide ; Fleet; Ghost Helm (
GH); Rune Armour (RAmr); Runes of Witnessing (RofWit); Spirit Stones (P:SpStn); Shuriken Pistol (Sp); Witchblade (
WB)
1 Farseer @ 175 Pts
Psyker; Doom ; Fortune ; Guide ; Fleet; Ghost Helm (
GH); Rune Armour (RAmr); Runes of Warding (RofWard); Runes of Witnessing (RofWit); Spirit Stones (P:SpStn); Shuriken Pistol (Sp); Witchblade (
WB)
10 Pathfinders (Rangers) @ 240 Pts
Fleet; Infiltrate; Move Through Cover; Stealth; Ignore Difficult Terrain; Pathfinder Stealth; Scouts; Pathfinders; Shuriken Pistol (Sp) (x10); Ranger Long Rifle (RLRifle)
10 Pathfinders (Rangers) @ 240 Pts
Fleet; Infiltrate; Move Through Cover; Stealth; Ignore Difficult Terrain; Pathfinder Stealth; Scouts; Pathfinders; Shuriken Pistol (Sp) (x10); Ranger Long Rifle (RLRifle)
4 Dark Reapers @ 227 Pts
Reaper Launcher (RL)
1 Dark Reaper Exarch @ [87] Pts
Fast Shot (FS); Tempest Launcher (
TL)
4 Dark Reapers @ 227 Pts
Reaper Launcher (RL)
1 Dark Reaper Exarch @ [87] Pts
Fast Shot (FS); Tempest Launcher (
TL)
6 Harlequin Troupe @ 242 Pts
Fleet; Flip Belts; Furious Charge; Hit & Run; Holo-Suit (H-S); Harlequins Kiss (Hkiss) (x6); Shuriken Pistol (x6); Hallucinogen Grenades
1 Harle Shadow Seer @ [62] Pts
Psyker; Veil Of Tears ; Fleet; Flip Belts; Furious Charge; Hit & Run; Holo-Suit (H-S); Harlequins Kiss (Hkiss); Fusion Pistol (
Fp); Hallucinogen Grenades
1 Harle Troupe Master @ [48] Pts
Fleet; Flip Belts; Furious Charge; Hit & Run; Holo-Suit (H-S); Power Weapon; Fusion Pistol (
Fp); Hallucinogen Grenades
6 Harlequin Troupe @ 238 Pts
Fleet; Flip Belts; Furious Charge; Hit & Run; Holo-Suit (H-S); Close Combat Weapon (x1); Harlequins Kiss (Hkiss) (x5); Shuriken Pistol (x6)
1 Harle Shadow Seer @ [62] Pts
Psyker; Veil Of Tears ; Fleet; Flip Belts; Furious Charge; Hit & Run; Holo-Suit (H-S); Harlequins Kiss (Hkiss); Fusion Pistol (
Fp)
1 Harle Troupe Master @ [48] Pts
Fleet; Flip Belts; Furious Charge; Hit & Run; Holo-Suit (H-S); Power Weapon; Fusion Pistol (
Fp)
Total Roster Cost: 1749
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So, you setup the Harlies in front of your Pathfinders (in front of your Dark Reapers).
Gives everyone cover.
Now I have 2 farseers, how do I make this army work for me?
Well, here's the pathfinders:
They hit on 3+ with 10 shots. With guide, they have a re-roll to hit.
Say 8 hits. 3 of which will be AP1.
Now they wound on a 4+.
5 rolls at normal
AP, 3 at AP1. That should generate 3/2 wounds.
Not bad, also not great--they do kill
MC but they have a problem against hordes.
So what about Dark Reapers?
Well, Dark Reapers when guided do this:
Deny everyone but terminators saves. That's very important, as it means you must have a cover save.
Hit on 3+, fire 8 shots and 3 templates.
8 shots with re-rolls should give you 6 hits.
With re-rolls to wound via doom, you should get 5+ wounds against T4. 6 vs T3, and 4 vs T6.
Then you toss out the exarchs tempest launcher. See, crack shot is nice when the enemy is IN terrain...but just aim (if you can) at the part of the squad that is outside cover.
It's indirect fire, so...you won't get cover saves in the open with guys in the way versus direct fire.
You fire 3 of these, with a
BS of 5 to reduce scatter (so you are very accurate). Partial hits are hits...so you can expect to get 2-3 guys with each shot. Let's say you get 8 hits.
Doom is on, so versus say Orks with T4 (or marines), you wound on 4+ and re-rolls give you 6 wounds.
So that's 6 dead and 5-6 wounds with cover saves (so 2.5 - 3 dead).
I prefer the reapers for overall killy, despite the fact I don't run them myself.
You doom a
MC, it's going to die with guided reapers shooting at it.
I hope this helps people understand the difference between reapers and pathfinders.