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Made in au
Sneaky Striking Scorpion





Brisbane, Australia

So I felt like making something along the lines of my old lists, which involved alot of Warp Spiders (like back in 2nd Ed days), although half way through I thought to myself... why settle for belting out 250+ points on short range St6 shots when I can have pseudo-artillary do it for me. Thus I have a hybrid Jetbike list, comprising of a mid size JetSeer Council, a handful of Jetbikes suitibly equipped, a complimentary Autarch + Shining Spear Retinue and some fire support in the form of War Walkers for support... please feel free to put your thoughts down... im still not sure how I feel about this list, despite knowing that it will be effective, im not sure its completely optimised.

HQ:

Autarch - Jetbike, Laser Lance, Mandiblaster, Reaper Launcher (Attached to Shining Spears)
JetSeer - Jetbike, Singing Spear, Spirit Stones, Doom, Fortune
JetLock Retinue - 5 - 1x Singing Spear, 3x Doom, 1x Enhance, 1x Embolden

Troops:

Jetbike Squadron - 8 inc JetLock - 2x Shuriken Cannons, Singing Spear, Embolden
Jetbike Squadron - 8 inc JetLock - 2x Shuriken Cannons, Singing Spear, Embolden
Jetbike Squadron - 8 inc JetLock - 2x Shuriken Cannons, Singing Spear, Embolden

Fast Attack:

Shining Spears - 5 inc Exarch - Withdraw, Star Lance, Shuriken Cannon

Heavy Support:

Night Spinner - Naked
Night Spinner - Naked
War Walkers - 3 - Twin EML on each

Battle plan is essentially, sit Night Spinners at the rear out of LOS and bombard with St6 7 inch templates each turn. War Walkers target any units wishing to outflank or acquire targets of opportunity. Shining Spear unit with their Autarch sticks close to the Seer Council and acts as charge unit once Destructor and Singing Spears have been let loose, at which point the Council will charge in to mop up, naturally Spears will be Fortuned and hit a Doomed unit. Jetbikes act as backup fire support and anti-armour supressors (each Jetbike unit has a Singing Spear for AT). I will be making good use of jump out, let rip and jump back attacks, whilst the Night Spinners will be dropping pie places of mono-filament wire on the enemy, and the War Walkers are letting rip with either 6x krak or plasma shots a turn. If its not safe to assault, the Shining Spears have a Shuriken Cannon and Reaper Launcher to knock down a couple of harder targets. Let the good times roll.

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 gb
Towering Hierophant Bio-Titan



UK

Whats the differance between a squad of 5 shinning spears & a squad of 9 guardain jetbikers with 3 shuriken cannons & a jetlock with enhance? Aside from + 36pts.

Assuming both squads will fill the same roll, mentioned above.

This message was edited 2 times. Last update was at 2009/01/26 16:31:43


 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.  
   
Made in au
Sneaky Striking Scorpion





Brisbane, Australia

The difference is 17 St6 (inc 3x St8) Power Weapon attacks on the charge, preceeded by 5 S6 AP4 shots and 2 St5 AP3, and yes im aware that after the charge they drop to St3 attacks, however the idea is that the enemy unit doesnt live through the initial assault, and if they do, well Withdraw is there to assist, as is the Seer Council. Spears (if used right, alot of times they arent) alongside a mid size JetSeer council provide a nice flexible punch unit for close encounters and are useful for knocking down those thougher units. The Autarch just adds a fistful of insult, especially if I have to deal with 3+ armour, I can use these guys in harder to reach places, or hit the side/rear armour of a tank with little concern about busting through. If it looks like a horde of troops is going to be an issue, the Council moves in after bombing the area with Night Spinner fire, and finishes up with Destructor templates before moving in to deal with heavier targets.

Guardians on the other hand are not designed to be tied up in HtH (with the exception of Storm squads) you simply want them to be shooting the entire time. Having a squad numbering 10 or more will also have a hard time finding cover due to the larger footprint, hence I do not go above 7 in general except in larger games (2500+ points). Keeping the squads at 6+Warlock allows tactical flexibility whilst not going small enough that they can be run off the board by a failed morale test. Note that in this case I had a couple of points left over so tacked on an extra Jetbike to each unit.

This message was edited 1 time. Last update was at 2009/01/26 21:17:05


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 us
Executing Exarch





Los Angeles

I have some mixed feelings about this list.

First off, where is the seer council going to be and what are they going to be doing? Currently they have a mix of witchblades and singing spears. The spears are useful at short range and bad in hand to hand where as the witchblades are good in hand to hand and useless at range. So, do you want this squad in hand to hand or not? If you do, then forget about the spears and just stick with the witch blades. If you want them at range (short though it may be) then stick with the spears. The problem with the spears is that they cut your base number of attacks in half (from 2 with witchblades, down to 1) so your hand to hand ability with them really takes a hit. The second question is, what's the point of doom? Looking at this list, there isn't much in it (other than guardians) that isn't S6. Dooming something that's already wounded on 2+ is mostly worthless. If you are going to be throwing out doom, make sure you put it on targets that the guardians (or whoever else) are going to be pumping shuriken catapult fire into. Anything else is just going to be a waste. Alternatly, you could ditch doom and the spirit stones and spend the 50 points elsewhere (like on more shining spears).

With the shining spears, you'll have to really be careful with this unit because they can't take casualties. Losing 2 members is going to be crippling for them. Also, I wasn't aware that shining spears could take shuiken cannons...you might want to check that option to be sure you can do it.

All in all though, you're not going to be able to really count on move-shoot-move tactics to keep you safe with this army. There are just too many jetbikes to hide and there will not be enough terrain on most boards to keep you safe. This combined with the fact that you can't really do much damage with your non-heavy support unit outside of 12" means that you're going to be spending some time up close and personal with the enemy. In general, I think you'll do well against foot armies, but against pure shooty armies or mechanized forces, you will struggle.

**** Phoenix ****

Threads should be like skirts: long enough to cover what's important but short enough to keep it interesting. 
   
Made in us
Twisting Tzeentch Horror




Golden, CO

I'd drop the war walkers to either get more warlock bikes, or a falcon with EML/holofields and a small 5-man unit of Avengers to sit in it. That option would let you have a unit that can hold back on an objective and still be moderately effective, especially at range. I also might consider dropping the bike squads down to 6 + Warlock - I know you want 9 in the squad to avoid taking a morale check after 2 cas, but the extra two I don't think are worth it.

This message was edited 1 time. Last update was at 2009/01/27 21:35:56


 
   
 
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