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Made in us
Fresh-Faced New User





I'm looking to build on my Eldar and make them into something that I would be happy to take to tournaments. Most of the stuff in this list, I have already, but in order to expand my collection, I wanted to know if there are any glarign flaws in the army construction. Please take a look at it and let me know. I think I have all my bases covered, but could use a second set of eyes.

HQ
Farseer 55
Spirit Stones 20
Guide 20
Fortune 30
125

EL
Fire Dragons (6) 96
Exarch 12
Crack Shot 5
Tank Hunter 15
128

Wraithguard (5) 175
Warlock 25
Spiritseer 6
Conceal 15
Wave Serpent 90
Star Engines 15
Twin Linked Scatter Lasers 25
351

TR
Guardians (16) 128
Warlock 25
Conceal 15
Starcannon Platform 25
193

Guardians (16) 128
Warlock 25
Conceal 15
Brightlance Platform 30
198

Dire Avengers (10) 120
Exarch 12
Power Weapon/ Shimmershield 15
Bladestorm 15
Wave Serpent 90
Star Engines 15
Twin Linked Scatter Lasers 25
292
FA

HS
Falcon 115
Starcannon 25
Holo-fields 35
Star Engines 15
190

Wraithlord 90

War Walkers (3) 90
Scatter Lasers 90
180

Points 1747
Models 61
Kill Points 9

Notable Anti-Infantry: War Walkers, Dire Avengers
Notable Anti-Tank: Fire Dragons in Falcon, Wraithguard

War Walkers are deployed with a squad of Guardians and the Farseer. The Farseer Guides the War Walkers and Fortunes the Guardians or War Walkers. This creates a very resilient stationary firing platform.
   
Made in us
Longtime Dakkanaut



Beaver Dam, WI

Lose Guide and get Doom on your Farseer. Better payoff for 5 more points. Nothing on the wraithlord? I would find 10 points and at least get him a blade.

To save the points, lose the starcannon on the falcon. It is a low-strength same ROF as your pulse laser. Go to a shuriken cannon. You will want to at least be moving 12" so only 1 weapon can fire, why not the pulse laser?

2000
2000
WIP
3000
8000 
   
Made in us
Fresh-Faced New User





I want to keep Guide for the War Walkers....that's a lot of armor saves to make.

I like losing the weapon on the Falcon...that makes a lot of sense.

Honestly, the Wraithlord was 90 points and is there for some of the more inexperienced players to focus fire on. I may look at either freeing points to upgrade it or replacing it with something.
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Well, I'd drop the small Wraithguard unit and take another Fire Dragon unit as Fire Dragons can perform similarly.

Star engines for the DA Serpent are odd as you want to keep the DA unit close to your lumbering army.

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
Executing Exarch





Los Angeles

DAaddict wrote:Lose Guide and get Doom on your Farseer. Better payoff for 5 more points.

Putting doom on the farseer would be a mistake. The reason for this is that, if played right, the farseer will never be in range to doom anything. He's going to be sitting in the eldar back field with the war walkers and the guardians protecting and enhancing them. The enemy is very unlikely to get within the 24" range necessary for doom to be used.

Nothing on the wraithlord? I would find 10 points and at least get him a blade.

If you plan on using your dreadnaught as a hand to hand unit (and without heavy weapons I must assume that's what you want to do) then giving him a sword is a very worth while upgrade. Finding the points should be fairly easy if you swap a star cannon somewhere out for a scatter laser. On the other hand, this unit in general seems kind of out of place in your army. He doesn't add any long ranged fire support to your back field units and he doesn't move fast enough to keep up with the star engined skimmers so it seems like he'll just be caught in mid field away from most of the action. That or he'll just be a late commer (perhaps too late) to the forward action. You may want to drop him in favor of something else that's going to be in the fight a bit more or you may want to drop the star engines from the skimmers and slow your advance some so that he can catch up.

...lose the starcannon on the falcon. It is a low-strength same ROF as your pulse laser. Go to a shuriken cannon. You will want to at least be moving 12" so only 1 weapon can fire, why not the pulse laser?

While I don't exactly agree with this, it is on the right track. At this point, you have to decide what you want your falcon to do. If you are going to be a transport for the fire dragons, you are going to be moving 12" or more every turn. If this is the case, then you can only fire 1 main weapon, so any points spent on a second main weapon are a waste. If you go with the shuriken cannon, you minimize this waste of points. On the other hand, if you don't take the dragons (or if you put them in a wave serpent instead) then you can keep the star cannon and use the falcon for hunting heavy infantry (MEQ's or terminators). The third option that's open to you is to take a missile launcher instead of the star cannon. The bonus that this has is that the falcon can move 12", fire one main weapon and all defensive weapons. Missile launchers firing plasma missiles (S4) are defensive weapons. So you would be able to fire all your weapons while still moving 12". You would also have the option of moving 6" and shooting krak missiles if you decide that its the best thing for you to do. Just keep in mind that each individual fire dragon has the almost double the tank busting power as the falcon does when they get into melta range, so don't sit at long range if you don't have to.

While we are on the topic of fire dragons, the fire dragon exarch is a waste of points. He doesn't really bring anything to the squad that they don't already have. He is a bit more accurate with his melta gun and crack shot means that his 1 shot ignores cover but that is hardly worth anything in a unit that's very likely to destroy it's target without his help. Tank hunter makes the whole squad strength 9 against tanks, but again that's of little use since the squad is all armed with melta guns to begin with (2d6+9 is effectively the same as 2d6+8 when you are looking to roll 14-15 total). The only time it's really useful is when you screw up and drop your dragons outside of melta range. So all in all, do yourself a favor and just stick to 6 regular dragons and spend the extra points elsewhere.

With the guardian squads, do you plan on having them stand out in the open or do you plan on having them sticking to cover? If you are planning on having them stick to cover, then conceal is pointless since it gives you a 5+ cover save as opposed to the 4+ cover save you'll get for just about anything the squad hides behind / in (or at worse you'll get 5+ cover and not have to pay a bunch of points for it). On the other hand, if you plan on having your guardians running up into close range with the enemy, then you'll probably hit some patches where you'll be out in the open and conceal might be useful (again assuming you don't have other units or something like that in front of you to provide cover). All in all though, I think you may be better served with embolden rather than conceal on one or more of the squads. Lets explore how to use guardians and what options you have

1) If you want all your guardians moving forward then you may want to do something like this. Make one guardian squad larger than the other (one 20 unit and one 12 man unit). Give the larger one a warlock with conceal and whatever weapon platform you like (just remember that if the unit is sporting anti tank weapons, it will lose some effectiveness against troops once it gets in range to shoot its catapults). Then take the smaller unit and give them a scatter laser. You can either give the warlock for that squad embolden or just skip the warlock all together. The smaller squad can then run behind the larger squad and receive cover saves from them. You want to make sure the smaller rear squad has a scatter laser because shooting though your own unit in front is going to give the enemy a cover save and you don't want that to affect a low ap weapon.
2) If you want your guardians to sit in your back field you'll want to do something like this... In the back field, you are going to be in a position where you will likely have plenty of cover to hide in and you will have minimal exposure to enemy fire since they will be occupied with taking down your more threatening forward units. In this case, you can break your guardian squads down into 3 squads of 10ish men each. Give them the heavy weapons of your choice and you can skip the warlocks all together (although you may want to have one with embolden in a slightly larger squad if you plan on having your farseer around the unit). This will maximize your heavy weapon fire from the guardians as well as maximizing your scoring units.
3) If you want to have some guardians moving forward and some in the back then you can do that as well. The forward units should generally be larger squads with conceal or embolden (depending on how much terrain you see in your typical game) with your heavy weapon of choice. The rear squads should be smaller and either have embolden warlocks or no warlocks at all. Rear units should also favor high ap weapons (scatter lasers) over low ap ones since there is a good chance you will have to shoot though your own units to hit the enemy and thus provide them with cover saves.

This message was edited 2 times. Last update was at 2009/01/16 18:59:15


**** Phoenix ****

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