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![[Post New]](/s/i/i.gif) 2009/01/24 22:23:49
Subject: Mech Eldar Tips
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Dakka Veteran
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I'm interested in Mech Eldar, are there any useful tips or tricks that can be offered with regards to them, or any particularly good units etc. All help is much appreciated.
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![[Post New]](/s/i/i.gif) 2009/01/24 22:54:51
Subject: Mech Eldar Tips
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Dakka Veteran
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Please?
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![[Post New]](/s/i/i.gif) 2009/01/24 23:43:09
Subject: Re:Mech Eldar Tips
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Towering Hierophant Bio-Titan
UK
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Well your going to need troops..
They either need to be mechanised or jetbikes (to keep-up).
Then you need to pick Dire avengers or Guardains. Or both. Or a mix.
Nearlly all of the elites section can come with tanks (good for starting from reserves/on the board in them) So pick a few squads.
Warwalkers/reapers no (not mechenised), falcons, prisms, lotsa wave serpents yes. Serpent > falcon unless you spend 35pts on holofields.
Umm for shooty units, drive up in range (i.e a bladestorming dire avengers unit) unload & boom, reload & run off.. over the course of a few turns.
For stabby units, use star engines to cover LOTS of ground quickly. 36", for next-turn to unload move & assault & Move off the tank.
A good way to get characters like yriel into CC quickly/effectively compared to footslogging.
Oh, also make a note of which psychic powers can be used from inside a tank which I think are : Doom, Guide, Fortune. The rest are shooting attacks.
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This message was edited 1 time. Last update was at 2009/01/24 23:44:56
H.B.M.C. wrote:Friend of mine just sent me this:
"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ." Too be fair.. it's all worked out quite well!
Heh. |
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![[Post New]](/s/i/i.gif) 2009/01/25 02:35:21
Subject: Mech Eldar Tips
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Regular Dakkanaut
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keep your farseer in a tank the whole game if you can (unless you plan on using mindwar or storm). Gives you a few more inches of measurement, and does a great job of keeping him alive.
Jetbikes are much cheaper scoring units, but thats about all they do, and become easy KPs in annihilation. Avengers are great all-around troops, but get 'spensive fast. Run the avengers vehicle with another transport with an assaulty unit inside if you anticipate getting charged. IF avengers get charged, send in the CC unit to clean it up. Greatest thing about them is their 18" range. use it.
1 falcon > 1 prism. 2 prisms > 2 falcons.
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![[Post New]](/s/i/i.gif) 2009/01/25 02:57:03
Subject: Mech Eldar Tips
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Executing Exarch
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Almost every mech eldar list runs 2 x DA in a WS and a farseer with doom that hitches a ride.
After that you see a lot of 2-3 x fire prism
also you can't beat large squads of Warlocks on jectbikes
So a basic mech army list looks like this:
HQ:
Farseer, Doom, rune of warding
Troop:
10 x DA, exarch, bladestorm, 2 x Shurcat, WS TL Shurcannon, SS
10 x DA, exarch, bladestorm, 2 x Shurcat, WS TL Shurcannon, SS
Hvy:
2 Fire Prism, holofields
Just run that and if you have extra points add another prism or 3 x warwalkers, followed buy some more DAs, warlocks on bikes, guardian jetbike, and shinning spears.
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![[Post New]](/s/i/i.gif) 2009/01/25 03:28:51
Subject: Re:Mech Eldar Tips
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Towering Hierophant Bio-Titan
UK
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Why not have one avenger squad & a guardain squad?
For similar amounts of fire-power (roughly..im not doing the mathhammer here) : Storm guardains with 2xflamers with a warlock + destructor.
Stick a guiding farseer (with doom too!) & youve got hit rates comparable ( TL BS3 vs BS4??) rates of hitting & compareable firepower (3 templates + 10 pistols = extra hits from bladestorming avenger catapults). & ofcource guardains are wholesomely less survivable in the open.
pts wise it comes out at 127pts of storm guardains vs 152pts worth of avengers. 11 vs 10 models aswell. Anti tank H2H potentail also. Ish
Obviously enhance would make a better storm-guardains squad but that h.flamer templates just looks too good with those other templates.
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This message was edited 3 times. Last update was at 2009/01/25 18:06:06
H.B.M.C. wrote:Friend of mine just sent me this:
"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ." Too be fair.. it's all worked out quite well!
Heh. |
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![[Post New]](/s/i/i.gif) 2009/01/25 17:18:54
Subject: Mech Eldar Tips
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Dakka Veteran
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tHANKS GUYS THAT helps heaps
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2500 pts | 1500 pts | 1000 pts | 1000 pts
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![[Post New]](/s/i/i.gif) 2009/01/25 20:34:24
Subject: Re:Mech Eldar Tips
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Stealthy Dark Angels Scout with Shotgun
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Why not have one avenger squad & a guardain squad?
The guardian squad only has a 12" range and needs 4 to hit. Also a squad of 12 (with scatter laser) gets 26 shots. A squad of 10 DA with blade storm and exarch with dual DA Shuiken Catapults get 32 shots (27 hit on 3, 5 hit on 2) at 18".
Sure when you bladestorm you can't shoot next turn, but more then likely you either killed the unit you shot at so you would need to reposition, or you didn't kill everything and your DA might end up getting toasted in the next turn of shooting.
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4000+ Dark Angels
4000+ Eldar
4000+ Bad Moon Orks
3000 High Elves
3000 Orcs & Goblins
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![[Post New]](/s/i/i.gif) 2009/01/25 22:22:19
Subject: Re:Mech Eldar Tips
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Towering Hierophant Bio-Titan
UK
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Well the idea is to charge anything you didnt smoke with bladestorm.. its just a single 10man squad of guardains + scatter laser = 95 (although its either EML or shuriken in terms of effectiveness) whereas a dire avenger squad set up like that costs 152.. 50% more.
As they have a longer ranged weapon, have a two teir gun line of front running guardains (im starting to like the idea of storm guardains more & more) with some DA's behind them.. could work very well.
If you invest your troop slots into DA's you start to spend points v.quickly.
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H.B.M.C. wrote:Friend of mine just sent me this:
"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ." Too be fair.. it's all worked out quite well!
Heh. |
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![[Post New]](/s/i/i.gif) 2009/01/26 04:16:07
Subject: Mech Eldar Tips
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Regular Dakkanaut
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its a matter of positioning. with avengers, you have a 12" move, coupled with a 2" deploy and an 18" range (32" total reach). you dont need to assault because you can more easily re-embark next turn to reload weapons and save your unit from fighting. with the storm guardians, you need your target to start within 12" of your WS in the first place so that you can both flame and charge the unit (likely closer if you expect your flamers to kill much). If you choose not to followup charge, you are goint to get charged yourself, and since oyu are guardians, you will die. total point savings dont really justify the losses.
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![[Post New]](/s/i/i.gif) 2009/01/26 13:14:27
Subject: Re:Mech Eldar Tips
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Angry Chaos Agitator
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I prefer the combo... always fields list with triple-flamer storm squads and avenger squads (without exarch).
I try to run mine in pairs... one avenger squad and one triple-flamer storm guardian squad (and they will both go for a doomed squad). The flamers (+ 8 pistols) kill as much as possible (vs GEQ usually everything in the squad), then the avengers kill as many of the leftovers as possible.
Then the stormies + warlock often charges IF there is leftovers. In this config... only the stormies are close to the target, the avengers can/will be close to 18" away.
In generel i think (as have already been said) that both the triple-flamers stormies and the avengers (with/without bladestorm exarch) are OK troop choices for Mech Eldar.
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![[Post New]](/s/i/i.gif) 2009/01/26 21:13:07
Subject: Mech Eldar Tips
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Dakka Veteran
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Thats sound slike a good tactic
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2500 pts | 1500 pts | 1000 pts | 1000 pts
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![[Post New]](/s/i/i.gif) 2009/01/26 21:35:24
Subject: Mech Eldar Tips
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Regular Dakkanaut
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Also, check out the Eldar forum at 40k online. It's probably the best Eldar forum around.
I personally like a storm guardian squad with 2 flamers and warlock with destructor, coupled with Yriel in a waveserpent as a troop squad.
Dire avengers are good, but durability becomes an issue.
There is also a lot of recent buzz about a naked five man dire avenger squad in a falcon that doesn't not get out of the falcon. They just make the falcon score. Then you use the falcon to tank shock and such.
Pete
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![[Post New]](/s/i/i.gif) 2009/01/26 21:54:55
Subject: Mech Eldar Tips
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Longtime Dakkanaut
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Pete as always has some good things to add. I second his comments. Serpents are nice since they reduce all S 9-10 weapons to 8 from shooting and with all the melta weapons out there, they also reduce the effectiveness of those melta weapons.
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Comparing tournament records is another form of e-peen measuring.
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![[Post New]](/s/i/i.gif) 2009/01/26 22:07:29
Subject: Re:Mech Eldar Tips
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Towering Hierophant Bio-Titan
UK
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200pts for a scoring tank. I assume it gets holofields. Its not insanely hard to crack. Could be a good idea if it didnt use up a h.support choice to do it.
Be careful sticking yriel in with a bunch of guardains, even though he's nuts.. the standard guardain is a t3 with a 5+ and an opponent could quite possibly soley target the guardains, make you loose combat (as 20 ork boys could weather a yriel onslaught then waste the guardains. You get horrible minus to LD and get run down. Ala dead yriel.
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H.B.M.C. wrote:Friend of mine just sent me this:
"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ." Too be fair.. it's all worked out quite well!
Heh. |
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![[Post New]](/s/i/i.gif) 2009/01/27 16:46:57
Subject: Mech Eldar Tips
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Dakka Veteran
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Very true
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![[Post New]](/s/i/i.gif) 2009/01/27 16:47:23
Subject: Mech Eldar Tips
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Dakka Veteran
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Is a jetsser council worth it?
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![[Post New]](/s/i/i.gif) 2009/01/27 17:06:46
Subject: Re:Mech Eldar Tips
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Towering Hierophant Bio-Titan
UK
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So much. Only lacks power weapons. Throw a few destructors in (after your 2xembolden & 1x enhance) and thatll help with that. Aside from an autarch w/ a power weapon or (my fav) a lance.. theres no way to get power weapons into the squad.
But with 3 attacks on a charge, w/ witchblades & WS5, you cant really complain.
Autarch + farseer (farseer is a good but not nessicary idea to go with the jetseer council as fortune on a 3+ armor/4++ inv makes them hardy as leather shoes) is a "putting all your eggs in one basket" but somones said this before, you get a really nasty counter charging basket.
570 all inclusive. 6man bike squad, 2 hq's. No stones or doom (thats +45)
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H.B.M.C. wrote:Friend of mine just sent me this:
"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ." Too be fair.. it's all worked out quite well!
Heh. |
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![[Post New]](/s/i/i.gif) 2009/01/28 18:44:00
Subject: Mech Eldar Tips
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Dakka Veteran
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True
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2500 pts | 1500 pts | 1000 pts | 1000 pts
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![[Post New]](/s/i/i.gif) 2009/01/28 18:44:28
Subject: Mech Eldar Tips
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Dakka Veteran
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Whats the best size for a jetseer council?
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![[Post New]](/s/i/i.gif) 2009/01/28 19:04:21
Subject: Re:Mech Eldar Tips
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Towering Hierophant Bio-Titan
UK
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Generally thats got to do with morale checks, being able to take one causility from shooting w/o taking a test is a good thing.
Id say 6man for mid-ranged point games. Couldnt say for sure though. Other dakkarites should have more to say...
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H.B.M.C. wrote:Friend of mine just sent me this:
"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ." Too be fair.. it's all worked out quite well!
Heh. |
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