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Made in ca
Defending Guardian Defender





Ive been modifying variations off this list for quite some time in attempt to tweak it just right for a tournament style of balance.

HQ
Avatar of Khaine 155
Farseer 130
-Doom
-Fortune
-Spirit Stones

Elites
7 Striking Scorpions, Exarch 139
-Scorpions Claw

Troops
6 Guardian Jetbikes, Warlock 196
-2 Shuriken Cannons
-Embolden
-Singing Spear
10 Dire Avengers, Exarch, Wave Serpent 282
-Dual Catapults
-Bladestorm
-Twin-linked Eldar Missile Launchers
-Spirit Stones
10 Wraithguard, Spiritseer 396
-Conceal

Heavy Support
3 War Walkers 180
-Scatter Lasers
Wraithlord 155
-Eldar Missile Launcher
-Bright Lance
-2 Flamers
Fire Prism 115

1748


The Farseer would go with Wraithguard alongside Avatar for Fortuning purposes. Scorpions support Avatar in assaults. The Jetbikes and Dire Avengers can act as a mobile wing with the eventual support of the War Walkers Outflanking. Wraithlord would follow Spiritseer or Farseer for Wraithsight and ranged vehicle support. Fire Prism acts as mobile fire support using range to its advantage.

Originally I had Storm Guardians with 2 Flamers and a Warlock with Destructor instead of the Scorpions to support the Avatar. In the games I used them in they always seemed to be hopeless in conjunction with the Avatar and were never useful as a scoring unit.

Any comments on effectiveness and useful recommendations are appreciated.

Thanks
   
Made in us
Regular Dakkanaut





It looks like a pretty fun list but I am confused for one thing.

Are the SS just walking up the board? Because I don't see them living very long.

I have formed a eternal sadness for warwalkers and the new vehicle squad rules make it even worse because now a bolter has a chance of popping a WW. I would say ditch them for another prism or another wraithlord.

Or really anything you see as fun I suppose.

I will give that with the avatar and a wraithlord the WW will be dropped on the priority shooting list and make it a couple of turns before exploding from a stray fart.


Eldar
Luna Wolves 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Not sure if its competitive. What armies do you expect at the tournaments?

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 ca
Defending Guardian Defender





Striking Scorpions are the best close combat footslogging unit the Eldar have (other than perhaps harlequins but i have my own opinion on them). Also unlike the other Aspects such as Banshees or Dragons they wont get punted by a few heavy weapons as their 3+ armor makes them so much more resilient against Heavy Bolters and the like. Banshees and Dragons need transports, Scorpions do not, especially in conjunction with the Avatar. Anyways i dont see that putting them in a Wave Serpent would be satisfying their main role in this army; to support the Avatar in assaults.

About the War Walkers, i make very good use of their 36" range, so no lucky bolter is gonna take one of them out. Unleashing 24 str6 shots per turn and also having the ability to Outflank to rear AV is very destructive. I avoid units getting close to them by supporting with my mobile wing (Avengers and Bikes).

I do understand that a combination of two Anti-tank Wraithlords gives a lot higher of a chance than one, but i have been using this heavy support set up for quite some time now and it has made its pts back some way or another.

I dont know what armies are to be expected.

It would be better if you could suggest generally what you think the list lacks and what races i may be incapable of winning against.
   
Made in us
Thunderhawk Pilot Dropping From Orbit





The wilds of Pennsyltucky

First...love the farseer,avatar, wraithlord combo...Very nasty.

Second... The harlies are just way great. Best ground pounding assault troops.

Third...I think the wraithguard are over-costed. They obviously represent a tough core of troops that makes your line dangerous. But they are also slow as christmas. I like them better in a falcon or serpent. For the same price you could get 3 largish guardian squads with heavy that (near the avatar) will not be going anywhere.

Hope you do well!

ender502

"Burning the aquila into the retinas of heretics is the new black." - Savnock

"The ignore button is for pansees who can't deal with their own problems. " - H.B.M.C. 
   
Made in us
Deadly Dire Avenger





Aliso Viejo, CA - But wishing I was in Seattle

Yeah I personally think the scoring 10 man squad of Wraithguard is a trap... It's just too many points in one single location. It will quite often do nothing but walk and get shot at (or get assaulted, depending on who you're playing). Sure it keeps vehicles 12" away from your moving castle but... two 3 man elite squads of Wraithguard also do that and for cheaper (and can target multiple things, harder to assault). Granted doing that you loose the ability to score...

I like the Scorps foot slogging, sticking them behind the Wraithguard should give them 4+ cover save. I think not having a unit of guardians w/ lock + conceal in front of your wraithguard opens them up to heavy firepower (no 4+ save via guardian meat shields).

Farseer, if you're playing competitive then you're going to want the roll 3 dice on psy powers and will want to force your opponent to do the same. Once you get into that pricey of a farseer you're better off upgrading to Eldrad.

War Walkers, personally I've been really enjoying going the load out of 6 Missile Launchers! I'm finding previous forum posters to be totally right on these. You'll end up getting more hits on large squads of units with the frag missiles and you gain the versatility of being able to take down heavy armor with 6 Str 8 krak missiles (if you really need to). Also they tend to have more targeting options with 48" range and it helps them stay alive as they can keep their distance a bit more. The only time I think running the 6 Scatter lasers is better is if you think you'll encounter a ton of daemon players (With their invuln saves... more shots equal better).

Wraithlord, personally if he's going to be marching up the center with the avatar and the rest of the castle, 10 to 1 he'll end up helping out in a counter assault role in which case I'd prefer a Sword on him (drop the missile launcher). If you've not tried the sword out, I erg you to give it a try. I know a few other players will say it's not worth it... but imo unless you plan to have your Wraithlord sniping from back row and grabbing cover, its better to give them a sword. Also, running in with multiple Lords helps, because you are saturating the number of targets. I fear with just the one, he'll be the first to die (no invulnerable save). I'd suggest dropping the Prism and swapping for another Lord, which should help you against Nids/daemons and other melee heavy armies.

Of course all my suggestions have you gaining points and not really losing things, so you're going to have to try to find some places to drop points if you want to go with any of my suggestions... GL!

-Jara

 
   
Made in us
Deadly Dire Avenger





Aliso Viejo, CA - But wishing I was in Seattle

Thr33ifbyair wrote:It looks like a pretty fun list but I am confused for one thing.

Are the SS just walking up the board? Because I don't see them living very long.

I have formed a eternal sadness for warwalkers and the new vehicle squad rules make it even worse because now a bolter has a chance of popping a WW. I would say ditch them for another prism or another wraithlord.

Or really anything you see as fun I suppose.

I will give that with the avatar and a wraithlord the WW will be dropped on the priority shooting list and make it a couple of turns before exploding from a stray fart.



War Walkers are still really good in smaller point games (750-1500). I think from 1500 and higher they start to become less useful. I've been having great luck with them using Missile launcher load out. 48" range makes it much harder for that heavy bolter to get a chance to shoot at them!

-Jara

PS: Also, if your opponent really takes his time to shoot at them over the Avatar or Wraithlord to me... it's just a bonus after all WW are pretty cheap.

 
   
Made in ca
Defending Guardian Defender





Thanks a lot for your feedback. I appreciate a new perspective.

Yes, the Wraithguard will be shot... but a Fortuned squad of them is damn near impenetrable by fire. I had Guardians in this list with a Scatter Laser for rear objectives, but in game tests they really did nothing and i see no reason in letting the Guardians meatshield the Wraithguard when there is plentiful 4+ cover already and with Conceal i could choose to let my softer units hug the tactical cover positions. Wraithguard are no slower than any other unit as they are now able to run allowing them to keep with the speed of the rest of the army (other than the mobile wing) In my plentiful games on Vassal 40k and in person these Wraithguard rarely see combat because of the amount of support capable by other squads either in assaults or shooting. That is in fact what Eldar are all about!

Runes of Witnessing increase the chances of rolling double 1's and only slightly decrease the chance of failure. I considered RoWar, but i decided another Scorpion would be more valuable in most cases.

Outflanking War Walkers are an excellent unit to cause breaks in enemy lines allowing my faster units to exploit the gaps, isolate and destroy. Typically against horde i tend to deploy them at the rear of the army to get more shots off before they get to me.

This army as it stands is very flexible to offensive and defensive strategies.

Thanks for all your opinions. Keep them coming.
   
Made in us
Storm Trooper with Maglight





CT, USA

My math is pretty bad, but i think RoWit are not that bad, even though they increase the perils.
Normally- one way to get perils with ones.
1/6 to roll a one
1/6 to roll another one
1/36 chance for snake eyes

roughly 3%

Runes- many options for perils with ones.
a)1/6 for a one
b)1/6 for a one
c)not a one

a)1/6 for a one
b)not a one
c)1/6 for a one

a)not a one
b)1/6 for a one
c)1/6 for a one

thats a 3/36 chance....
but, if all hell's fury lands in your dice
a)1/6 for a one
b)1/6 for a one
c)1/6 for a one

this could happen too....
adding a 1/216 chance

in all it comes to a 19/216 chance

Roughly 8% chance.

but-

the good part
there are only 3 dice combos to fail on when you have 2d6 rolling, the 11 and the 12.
one of these is a perils!!
that doubles our chance for a perils of the warp attack when using 2 dice!
now at about 5% with 2d6
and it adds a 1/216th to the other
Still about 8%

anyway-
the chance of failing with 2d6 is 3/36
about 8%

the chance of failing with runes....
is quite confusing....

failing combos
a)6
b)6
c)6

a)6
b)6
c)5

a)6
b)5
c)6

a)5
b)6
c)6

and I think that's it...
so onlt 4/216 for failing with runes-
about 2%
-
-
-
so....
we have come to the conclusion.
without runes
chance for perils-5%
chance to fail-8%

with runes
chance for perils-8%
chance to fail-2%

when you take into account the ghosthelm, and fortuned 4+ saves, perils isn't really that much of an issue. however, it is an issue that you fail 4 times as often without runes than with them. they do a little more than "slightly decrease the chance of failure". Thats just my opinion anyway.

I didn't post the math to try and show off- I wanted to have someone confirm that I did this correctly. Feel free to let me know if I'm completly wrong.

This message was edited 1 time. Last update was at 2008/10/31 04:27:27


...one amongst untold billions.
DR:90S+G+M+B++I+Pw40k05+D++A++/hWD318R++T(G)DM+
 
   
Made in ca
Defending Guardian Defender





lol yes your math seems to be accurate. Thanks for posting
   
 
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