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Made in us
Slaanesh Chosen Marine Riding a Fiend






The sink.



HQ:

Farseer, Runes of Warding, Spirit Stones, Guide, Fortune = 140

Farseer, Spirit Stones, Guide, Mind War = 115


TROOPS:

10 Pathfinders = 240 (Farseer guides and fortunes squad)

12 Dire Avengers, Exarch, Dual Catapults, Bladestorm = 176

Wave Serpent (Dire Avengers), Shuriken Cannon, Spirit Stones = 110

15 Guardians, Starcannon, Warlock, Embolden = 175


ELITES:

6 Fire Dragons, Exarch, Firepike, Tank Hunters = 131

Wave Serpent (Fire Dragons), Shuriken Cannon, Spirit Stones = 110


FAST ATTACK:

10 Warp Spiders, Exarch, Extra Death Spinner, Withdraw = 252


HEAVY SUPPORT:

Support Weapon Battery, Shadow Weaver x 3 = 90

5 Dark Reapers, Exarch, Tempest Launcher, Crack Shot = 217

Warwalker x3, Double Starcannons = 240

(Farseer with Guide and Mind War goes by warwalkers.)

Total Points: 1996
   
Made in pt
Fresh-Faced New User




Hi!

First thing...the list is illegal! You can't have more then 10 Dire Avengers in a squad. Check the Eldar codex for max/min squad size.

Mind War looks a great power in the book...but in the table is pretty random. I would drop all gear from the second Farseer and give him Doom.

You should brake that 10 men Pathfinder squad into 2x5 men squad.

Exarch, Firepike and Tank Hunter is a wast of points. Some Aspects need Exarchs (Scorpions, Dire Avengers, Banshees...) but Fire Dragons don't. They are very good in what they do...killing tanks. Their S8AP1 Melta Weapons are pretty good and you don't need the extra 6", the extra BS5and the +1 in damage table (since AP1 weapons already do that...). For the cost of the Exarch and his equipment, you can buy 3 more Fire Dragons...

Starcannon was nerfed with the New Eldar codex and the "cover for everybody" 5Ed concept surely killed it! I would change all Starcannons with Scatter Lases. The number of shots and the cost make a far better option than the Starcannon.

I'm not a big fan of Support Weapon Battery and never used them. But I think tha Eldar have far better Heavy Support options than the Support weapons...

I hope it helps!

This message was edited 1 time. Last update was at 2009/01/28 12:01:59


 
   
Made in us
Longtime Dakkanaut





Indiana

Starcannons! Nooooooooo!!

Seriously, not bad, but I would change these things:

1. Starcannons are incredibly inneffecient for the points, I would trade them for scatter lasers. Same st and a lot more shots which leads to:

2. Never ever put a single gun of 2 shots or less on a bs3 platform! I watched a guy on vassal last night that had like 6 vypers, 3 with bright lance. Guess how many tanks he *hit*. None! Same goes for guardian platforms. Save bright lances, and missle launchers for serpents, where they are bs4 and twin linked, and worth what you pay for them.

As a side note: against most anything but terminators, that scatter laser will be better than a starcannon anyway. This is fifth where more shots, not high AP is king.

3. I like your heavy support! Pretty static, but different and will be a lot of fun, keep those walkers in cover or bring them on late as they are super fragile. I would take scatter lasers instead on the walkers, MANY more shots to make up for the BS3

4.Again, you put a shuriken cannon on the serpent to save points, but yet you bought a starcannon for the fragile bs3 things that arent twin linked! Put bright lances on the serpent for reliable anti tank. You are dragging fire dragons around anyway, whatever is a target for your dragons, will be a target for your serpent then.

5.Drop the second guide for another fortune. Guide is nice, but if you are dead it doesnt matter.

6. I personally dont feel a pathfinder unit is ideal placement for a seer, as all they do is shoot, cant move. I would place one in the guardians next door and then send the fortune over. He doesnt have to be in the unit.

But then your farseer unit isnt fortuned. but thats why you take Eldrad!

Other than that, the list is fine. I think the main two problems are the cannons (of both types) being where they are, and lack of second fortune. It looks like a long list, but its tiny tweaks!

This message was edited 1 time. Last update was at 2009/01/28 14:29:05




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Made in us
Longtime Dakkanaut



Beaver Dam, WI

Looks like you want to showcase pathfinders as you have a farseer basically dedicated to them... If I may,
rather than fortune, take doom. Doom whatever the pathfinders are shooting at. They only wound on a 4+ so let them reroll that. Live with your 2+ cover save without a reroll.

Other concern is your lack of a HTH unit. Firepower is king but mec armies will still get to your lines and you have NO answer to even a moderate CC threat. Perhaps a harlequin unit or scorpions to take down the unit that survives all your firepower.

I would also look at maybe 2 units of 6 pathfinders and then reduce your guardian squad. (If those guardians are shooting their catapults, you are in big trouble because you are in charge range...)

2000
2000
WIP
3000
8000 
   
Made in us
Longtime Dakkanaut





Indiana

Rang on doom is 24 though. I like keeping Pfinders a healthy 24-36 from the target though.

In my opinion pathfinders arent about killing things (unless your enemy puts a wraithlord or nidzilla on the table) as holding an objective and not dying. 2+ rerollable doesnt die, but you have to keep flamers off them.



​ ​​ ​​ ​​ 
   
Made in us
Executing Exarch





Los Angeles

This army is going to need some work.

Farseer, Runes of Warding, Spirit Stones, Guide, Fortune = 140
Farseer, Spirit Stones, Guide, Mind War = 115

It is good to see that you have a plan for these guys, but you are going to make some modifications if you want them to perform their duties efficiently. Your first seer is there to help your pathfinders, but is he really the best for that and is he doing is efficiently? The answer is probably not. Guide will increase your kills against MEQ's by ~40% (the math is really long so you may just want to take my word for it), however doom would increase the kills by ~50%, something to think about. Of course, since 10 pathfinders kill ~2.5 marines a turn (assuming they don't have cover) that 40 or 50% increase isn't exactly a huge number. In addition, guide will only ever help the one unit it is cast on where as doom could help out several friendly units if they all target the same enemy. The down side to doom is that it only has a 24" range so you probably won't be able to make use of it if you are in the pathfinder squad itself (rather than in a more forward unit). So using doom will require you to put your farseer elsewhere, making it unlikely that he'll be able to fortune the pathfinders. Is this a problem? Probably not. The pathfinders already have a 2+ save when they are in cover. That combined with the fact that they'll be fairly far from the enemy means that they are unlikely to take much incoming fire to begin with and will survive most of it without much problem anyway. While adding fortune will make them even harder to kill, there are a lot of other places (like your guardian squad or your dire avengers) where fortune could be put to much better use.

Now, your other farseer is going to be sitting with your war walkers, so guide is great for him and them. Mind war is another story however. The power only has a 18" range. If anything gets that close to you, you've probably done something wrong (or something just deep struck). So, you have 2 choices at this point. You can ditch mind war and the spirit stones (freeing up ~50 points) or you can simply swap out mind war for fortune (yes you can use fortune on the war walkers...the power works on any eldar unit).

12 Dire Avengers, Exarch, Dual Catapults, Bladestorm = 176

This squad needs to be cut down to 10 since that's the max squad size.

15 Guardians, Starcannon, Warlock, Embolden = 175

Good choice of psy powers for the warlock. Embolden will really help this squad stick around. In addition, if you have a doom farseer, this may be a good unit to put him with since he makes the squad leadership 10 and the squad allows him to reroll any failed psy power tests.

On the down side, I'm no longer a fan of the star cannon and here is why. A single scatter laser averages .55 MEQ kills per round. On the other hand, the star cannon averages .83 kills per round but only when the MEQ's do not get cover saves. If they get a cover save, the kill rate goes down to an average of .41. So if you want to do as much damage with a star cannon as with a scatter laser, you have to shoot at MEQ's out of cover 33% of the time. And at this point, that only makes them kill equal numbers (and you paid more points for the star cannon) so you really need to do better than that to make them worthwhile. To further complicate the matter, star cannons are much much worse at killing horde units of all kinds. The only real shining light for the star cannon is that it's about twice as effective at killing terminators as the scatter laser is (regardless of cover). So, if you are going to be fighting lots of terminators, or you fight MEQ's on boards with little terrain, take the star cannons. If you are going to fight hordes or if you play on boards with decent amounts of terrain, then you are much better off with the scatter laser.

6 Fire Dragons, Exarch, Firepike, Tank Hunters = 131

Fire dragons are great but their exarchs are not. Unfortunately the fire dragon exarch just doesn't bring anything really useful to the squad. The fire pike is only better than the standard fusion gun if you screw up and end up with the rest of the squad out of range of their target (or at least out of melta range). In addition, tank hunter isn't really that much of an improvement for a squad of guys that have guns that are 2d6+8 armor penetration and are already AP1. Do yourself a favor and just spend the points from the exarch on more dragons, it's a better deal.




This message was edited 1 time. Last update was at 2009/01/28 19:02:12


**** Phoenix ****

Threads should be like skirts: long enough to cover what's important but short enough to keep it interesting. 
   
Made in us
Slaanesh Chosen Marine Riding a Fiend






The sink.

Here's the second version:

Farseer, Runes of Warding, Spirit Stones, Doom, Fortune 145

5 Pathfinders 120
5 Pathfinders 120

10 Dire Avengers, Exarch, Dual Catapults, Bladestorm 152
Wave Serpent, Spirit Stones, Shuriken Cannon 110

15 Guardians, Scatter Laser, Warlock, Embolden 165

8 Warp Spiders, Exarch, 2nd death spinner 193

5 Dark Reapers 175

3 Warwalkers, dual scatter lasers 180

Wraithlord, Bright Lance, Missile Launcer, 155

8 Fire Dragons 128
Wave Serpent, Spirit Stones, Shuriken Cannon 110

6 Howling Banshees, Exarch, Executioner Blade, Acrobatic 123
Wave Serpent, Spirit Stones, Shuriken Cannon 110

The Farseer either goes with the Dire Avengers or Banshees. I would like to have 10 banshees, but I really like pathfinders, too. And I'm not sure how this would perform against the ork/nid horde. I think striking scorpions would be a better choice there just because of the increased number of attacks. But, Howling Banshees are cool!
   
Made in us
Raging Ravener





I like it, though. If you keep the walkers in reserve and then outflank them they can pop up on the side and blast away at the enemy. I would have them carry either 2 SL or 1 SL 1 SC. If they aren't build yet set them up with tiny magnets so you swap them our between games, more diversification is always a good thing. Next point. KEEP the seer with a unit. Ive seen where a seer by himself gets chewed up, spit out, re-ingested and then deficated out by lasgun fire. even with a re roll from fourtion, take enough hits and you will die. Lastly, Take a brightlance with the Guards, guide them and watch the lols then that LR takes a S8 Lance hit. With guide it starts hitting like a BS4 or 5 unit with the rerolling. and people always ignore the little guard squad. "Ohh don't they think there so funny...wait a BL, CRAP!"


"I am the crash of blades, and the furry of the storm. There is no shelter from my wrath, and no reprieve from my judgment." --Unknown (but it sure sounded cool) 
   
Made in us
Executing Exarch





Los Angeles

The new list looks good. The only change I would suggest you make is to drop the dragon squad down to 6 and bump the banshee squad up to 8 (they both cost the same, so it's a straight swap). The reason behind this is that dragons function fairly well in small squads where as banshees do very poorly in small squads. You will really need the weight of numbers with that unit to have them perform properly.

On the field, regardless of which squad your farseer ends up with, don't forget that he doesn't have to disembark the wave serpent when the squad inside does. You can leave him in the serpent and cast your powers from there. This can help out a lot (particularly with the banshees) since both squads are likely to end up in danger areas where then enemy could end up killing the squad (and your farseer with it).

**** Phoenix ****

Threads should be like skirts: long enough to cover what's important but short enough to keep it interesting. 
   
 
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