Brightdarkness wrote:okay so i made a new list, this is as much as i can stretch the econ without getting kick out of the house
here goe's
Eldrad
6xWarlock's: conceal,2Embolden,enhance, seer
5xPathfinders
5xPathfinders
10xDA: exarch,
pw,
ss, Bladestorm, defend. in serpent w/
EML 10xDA: exarch,
pw,
ss, Bladestorm, defend. in serpent w/
EML Falcon:
EML, holo
6xDragons: exarch, tank hunter
2xVipers:
EML 10xScorpions: exarch, claw, stalker, shadow
WraithLord:
BL, sword
okay as before any advice or some of your experiance with the units etc etc
First, if an Eldar tank goes down, the unit inside is not* destroyed.
*they can only be destroyed if you move the tank flat out (24 inches) and it crashes on YOUR turn. I've lost a squad of Fire Dragons because I used Flat out onto difficult terrain on the last turn of a game to try to contest, and of course rolled a one, resulting in a draw. If you move flat out and the enemy shoots down your tank, since its not YOUR turn, you just hop out as normal.
Before I get deeper into analysis I need to post this
I say this a lot, but NEVER EVER run fire dragons in falcons.
That said I recognize that it is very easy to be fooled by the carrying capacity. However the Falcon grav tank plays an extremely different role than Fire Dragons.
The role of fire dragons, is to fly into the heart of the enemy early on, and nuke a centerpiece of his army, this includes a land raider carrying
TH/
SS termies, etc, or a battle wagon full of nobs, etc. Often times this leaves the dragons and their tank in the middle of kill range for your opponent.
The role of a Falcon is to make use of its 3 heavy weapons, and transport ability to take a min squad of Dire Avengers, then sit on an objective, and provide long range fire support. This is emphasized by its 2-3 heavy weapons.
Consider this, if you move a Falcon 12 inches, it can only fire a single gun, at bs3. If you move a wave serpent 12 inches, it can fire its single turret
tl at full effectiveness. This is infinitely better. Further a wave serpent with a
tl shuri cannon costs only 100 points (110 with stones). You feel much better about losing it than an expensive 180 point falcon.
Further a Wave Serpent's special rules are actually tailored for carrying fire dragons into the fray. the energy field rule protects it against close range anti tank- such as melta guns and rending weapons. On the other hand, the Falcon is no better at taking close range fire power than it is at taking long range fire power.
these units are an awful mix, and create huge point inefficiencies in your list.
Lets talk about your Dire Avengers. First take only 1 power. Defend +
pw ss works as a tarpit build, but you are using mech ones. So take bladestorm, taking both powers is a waste of points.
I've been known to mess around with Exarch close combat weapons earlier on in my gaming career- generally I've always found them to be lackluster. My reasons for wanting to take them is simple, often towards the end of the game, I'd find myself needing to assault a unit after I bladestorm, to kick em off of an objective, and I figured having a power weapon would really help with that. The shimmer shield is kind of a waste, considering the types of squads Avengers should be charging (severely wounded Marine squads, Imperial Guard, Fire Warriors, etc). So that leaves the Dire Sword. Its a regular power weapon, and you have a shuri pistol as well for an added attack, that makes 4 attacks on the charge, and 3 in subsequent turns, and has the possibility of evaporating anything in the game. Its only s3 though, which means it still needs 5s to wound. The biggest problem comes with what you are giving up, 2 shuri catapults costs 5 fewer points, and gives your squad an additional 4 (5 on bladestorm) extra shots at
bs 5. This compliments the role of the squad significantly better, and you don't give up *too* much on late game assaults because your bladestorm hits things harder, and a few s3 power weapon attacks won't ever really change the outcome of a combat.
Vipers are a unit you should only take after you have maxed your heavy support. They are just so utterly outclassed by war walkers. Take 3 with scatter lasers and watch em erode stuff.
Pathfinders- ehhhhhh.... I used to run them, but these days the see less action then my guardian defenders (and I don't usually run my defenders). I bought them thinking they were going to be awesome, but it turns out that they cost a metric ton of points and don't actually kill anything. They pale in comparison to Guardian Jetbikes- who possess maneuverability, a heavy weapon, and a singing spear. t4, 3+ armor, 3+ turbo boost cover makes them one of the more durable model for model units in our entire codex. And embolden helps with leadership 8, and generally results in the entire squad needing to be eliminated before they can't claim an objective.
For 9 extra points you can get 3 Gu Bikes w/ a cannon, and a warlock with a singing spear and embolden. Awesome troop unit.
Guardian Defenders I have found pull more weight when I use them then my pathfinders could ever dream of doing. When I rarely run my Defenders I take 10 with a missile launcher for 100 points. Lob plasma round at infantry, or krack shots at tanks if no infantry are present on the field, if anything wanders too close, you can unload your shuri catapults and maybe bring it down. Sometimes they get lucky, whereas pathfinders cost more points and just don't do enough damage. Defenders can still go to ground in cover to claim a 3+, and they have twice the bodies, makes them far better campers.
Eh, Eldrad Council isn't that good. IF you are going to run them they absolutely need a wave serpent, Jetseer councils are the best way to run a council however- re rolling 3+ armor and an 18 inch charge range makes them much more menacing (remember that for all he is, Eldrad is still an old man and doesn't have fleet).
I think, if you want this to be a true *semi competitive* list, you should ditch the Pathfinders for some 3 flamer storm guardians in another wave serpent, dump the Eldrad council, probably the scorpions, downgrade the falcon to a serpent, and ditch the wraithlord and vypers. Use any leftover points to fit in as big a jetbike council as you can- if you want to go down the council route.
If you want to go down the general mech list, grab the storms in a serpent, and a second dragon wagon squad. IF you want a
cc squad in a mech list- remember that your choices aren't the most competitive. But Banshees in a wave serpent with doom support are the best pound for point
cc squad you can buy in a mechanized list. They get access to fleet, and can engage targets that meat grinder Dire Avengers, and Storm Guardians have trouble mowing down (I'm looking at you
FnP MEQ).
anyway I hope that helped. Good luck with your budget ;-)