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Made in us
Fresh-Faced New User




HQ
2x Farseer 280
Spirit Stones, Doom, Fortune, Runes of witnessing

TROOPS
10x Dire Avengers 155
Exarch, Two Shuriken Catapults, Defend, Bladestorm

10x Dire Avengers 155
Exarch, Two Shuriken Catapults, Defend, Bladestorm

7x Rangers 168
Pathfinders

FAST ATTACK
7x Warp Spiders 186
Exarch, Spinneret Rifle, Withdraw

3x Vyper Squadron 195
Eldar Missle Launcher

HEAVY SUPPORT
2x Fire Prism 360
Vectored Engines, Halo-Fields, Spirit Stones

1499

Farseers fight with the DA's. Rangers to hide and snipe. WS's to do what they do best. Vyper Squad took EML's to become as versatile as they can while being able to pack a punch to heavier targets. Fire Prisms blast away at anything that moves!

I'm still in the playtest phase so any help would be awesome, thanks!
   
Made in au
Sneaky Striking Scorpion





Brisbane, Australia

HAve you thought about kitting out an Autarch to take the place of a Seer? He may pove better in combat with your DA's than a second support Seer, use one to do what needs to be done (Doom and Fortune) and use the punch of the Autarch to make best use of your offencive options. I personally wouldnt go with the Vypers, they will get downed very very fast, as they don't even have the option of a holofield (War Walker sytle). I would probably ditch these in favour of kitting out a squad of Jetbikes for the same cost... plus you get to fire more heavy weapons, move an extra 6" out of enemy fire lanes, count as scoring and there will be more than just 3 units on the field... which can be Fortuned... compared with 3 easily taken down, one shot wonders which will miss half the time :/

Your points are also off for the Dire Avenger units, they come in at 167 each. If I had to play about with this list, this is how i'd lay it out, simply to make sure it can move as a whole, quickly and deliver concentrated fire to where its needed, then bounce out. Providing support to each unit, twice over, for if you lose a key unit will be critical.

HQ:

Farseer - S.Stones, Doom, Fortune, Singing Spear, RoW - 143pts
Autarch - Mandiblaster, Power Weapon, Fusion Gun - 100pts

Troops:

Dire Avengers - 10 inc Exarch - Bladestorm, Defend, Twin Shuricats - 297pts
WaveSerpent - TL-EML, S.Stones

Dire Avengers - 10 inc Exarch - Bladestorm, Defend, Twin Shuricats - 297pts
WaveSerpent - TL-EML, S.Stones

Jetbike Squad - 6 - 2x Shuriken Cannons - 152pts

Fast Attack:

Warp Spiders - 7 inc Exarch - Withdraw, Spinnerette Rifle - 186pts

Heavy Support:

Fire Prism - Holo-Field, Spirit Stones
Fire Prism - Holo-Field, Spirit Stones (seriously, with these guys in a 1500 list, no point in bulking them up and drowning points)

Just some thoughts... its 1495pts by the way. Note, ive tried to keep your army as much the same as it was without mucking it about.

This message was edited 1 time. Last update was at 2008/10/28 10:49:11


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 de
Ladies Love the Vibro-Cannon Operator






Hamburg

Morachi's list looks more competitive. This army is fast and so can be held in reserve, if necessary. The Autarch improves the reserve rolls and so increases the probability that the army appears earlier than normal.
However, I'd stick the Autarch (jump gen. please) to the Warp Spiders. He'll benefits from the Exarch's withdraw ability.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Deadly Dire Avenger




(Po-dunk) DeLand, FL

I agree, vypers are very fragile. I only use them in pairs with an attached guide/fortune bike-seer.
Put the autarch with the spiders, give him a d-spinner and a jump generator. Give the exarch dual d-spiners(with them, quantity IS a quality), and powerblades. Now they are primed to pump out some hurt. This is a core piece of my army.

"I came, I saw, I made dead.  
   
Made in us
Fresh-Faced New User




ah, awesome call there. thanks for the input! i really like the autarch/warp spider combo. i think i'll give it a try.


if i were to keep the vypers, would bringing the biked seer with them make them viable enough to use competitively?

also, if you haven't noticed, i haven't utilized any elite slots in this army. is that something that should be looked into?

finally, what are everybody's thoughts on the rangers? i love the models but are they worth using as a possible scoring unit for something near/in cover? would their pinning shots poke enough holes to make them viable otherwise?
   
Made in us
Deadly Dire Avenger




(Po-dunk) DeLand, FL

The vyper/seer combo has kept my opponents jumping so far. At the very least it makes them wast time chasing 6 mobile, heavy shots comming form extreme range. Rember, 48", the standard table is that wide. Nothing is safe when these guys come into view. I play with a group that is friendly, but competes heavily with each other.

With elites, you take them if you need them. I am sure that if any of the elite choices had fit in with your plan for this army, you would have included them. As it stands, with the proposed tweaks there is no need (or space) for them.

Rangers, I personally love them, long range, good shots, good at hiding, and CHEAP! The pathfinders upgrade is just gravy.
I run them in 2 configurations, vanguard and rearguard.

Vanguard:
5-6 pathfinders infiltrated on an objective or within (their) shooting range of one
10 scorpions infiltrated next to them.
When your opponent sees rangers they think "assault/template" to which the scorpoins say "no/no". The enemy has to survive the ranger's shots as they approach, then chew through the scorpions to do what they were sent to do. By then the rest of your army is close enough to lend further assistance.

Rearguard:
7-8 rangers camped out on your "home" objective.
4-5 vanilla reapers stand next to them.
They stand there and punish anything that is foolish enough to come into range. That is a lot of heavy shots.
They also make good bait for those drop-pods and outflankers, especially with some artillary nearby....

EDIT: spelling

This message was edited 1 time. Last update was at 2008/10/28 19:49:48


"I came, I saw, I made dead.  
   
Made in us
Fresh-Faced New User




hahha how strange, that's how i was potentially going to use the warp spiders with the rangers. scorpions sound just as solid of a choice in that regard!

i agree with your opinion on the rangers, they're awesome on paper and their models look wicked to boot.

anything else?
   
Made in us
Deadly Dire Avenger




(Po-dunk) DeLand, FL

I think scorpions are a better guard for the rangers. They can infiltrate during setup rather than deepstriking turn 2 and holding your spiders in one place goes against all the coolness they are designed for.

"I came, I saw, I made dead.  
   
 
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