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Made in us
Fixture of Dakka



Chicago, Illinois

This is what I am looking at ; first I want to play something very mobile. I have some questions though. If a Warlock joins a squad can he fire a support weapon per the rules of character upgrades or independent characters joining a squad?

Anyway this is a idea of what I would like to play

Farseer w/ fortune, guide, seer stones, warding

Elites

10 man Firedragon w/ Waveserpent

10 man firedragon w/ Waveserpent


Troops

10 man Path Finder

12 man guardian w/ ??? , waveserpent

12 man guardian w/ ??? waveserpent

9 man Jetbike w/ ???

Fast Attack

Shining Spears

Shining Spears

Warpspiders

H. Support

Dark Reapers

Dark Reapers

3 WarWalkers


is it possible to even fit this in 2000 points??


Anyway I want to play a highly mobile; fast moving, H. Str Army. I really like Shinining Spears and Warp Spiders. I hate Eldarzilla; it's not that great and I do not like Seer council.

This is what I initially planned on building and playing with. Although I prolly pick up a good bit of each troop type , but this is the kind of army I want to play.

I really like Warp Spiders and feel they are under used. I really like Shining Spears.

This message was edited 1 time. Last update was at 2009/02/15 00:12:06


If I lose it is because I had bad luck, if you win it is because you cheated. 
   
Made in de
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Hamburg

Farseer w/ fortune, guide, seer stones, warding

Elites

10 man Firedragon w/ Waveserpent

10 man firedragon w/ Waveserpent


Troops

10 man Path Finder

12 man guardian w/ ??? , waveserpent

12 man guardian w/ ??? waveserpent

9 man Jetbike w/ ???

Fast Attack

Shining Spears

Shining Spears

Warpspiders

H. Support

Dark Reapers

Dark Reapers

3 WarWalkers

Well, 10 men squads of Fire Dragons are overkill. Take 6 men, they'll get the job done.
Moreover, 10 Pathfinders are hard to hide in one spot. I'd take 2 units of 5.
Furthermore, Guardians should better stay home unless you want Storm Guardians, with 3 attacks on the charge and a Warlock bolstering the attack with enhance.
If you want Guardian defenders then better take Dire Avengers with bladestorm.
The Jetbikes should get 3 shuricannons. Possibly a Warlock with embolden.
Shining Spears are a gamble. The squads are very small and when they charge, the enemy can counter-strike so that they eventually receive a lot of attacks in return. I'd take maxed out units led by Exarchs with withdraw and skilled rider. An Autarch riding a jetbike with laserlance, mandiblaster would improve their impact, and a Farseer on a jetbike with fortune could keep them longer alive.
If you want Warpspiders, then take a full squad led by an Exarch w/ withdraw. You can make a lot of crazy things with them; once my unit jumped into the middle of an advancing Nids wave, shot the Warriors, and then jumped into a building behind the wave; my opponent almost got nuts.

Former moderator 40kOnline

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Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Executing Exarch





Los Angeles

Hollismason wrote:If a Warlock joins a squad can he fire a support weapon per the rules of character upgrades or independent characters joining a squad?

No, only the guardian weapons operators (2 per squad) can fire the platform. If they die, the weapon is removed.

10 man Firedragon w/ Waveserpent
10 man firedragon w/ Waveserpent

10 man squads are overkill. 6 should be fine for anything short of going after large terminator squads. Use the points elsewhere.

10 man Path Finder

Squads this large are hard to deal with. I would break it down to 2 squads of 5 (or 6 with some of the points taken from the fire dragons). That way you can fire on more targets and force more pin checks with them.

12 man guardian w/ ??? , waveserpent
12 man guardian w/ ??? waveserpent

Guardians are kind of a waste in a wave serpent. If you want skimmer transported troops, go with either storm guardians with 2 flamers and a destructor warlock or go with dire avengers. If you still want some regular guardians, take 10 man squads with heavy weapons, but realize that they are just going to sit in your back field with the pathfinders.

Shining Spears
Shining Spears

I'm not fond of spears due to the fact that they can't take casualties and remain effective. In either case, if you are going to take them, large squads are the way to go. They are also good places for Autarchs to go and a good target for your farseer to cast fortune on (you could mount the farseer on a bike and put him with the spears if you want).

Warpspiders

Another unit I'm not fond of, but they have their uses. They are very tough by eldar standards and are one of the faster units in the game. Just make sure they dont' get stuck in hand to hand because they are really bad at it.

Dark Reapers
Dark Reapers
3 WarWalkers

Reapers are great troop killers with an exarch that has a tempest launcher and crack shot. War walkers are also a very strong unit. Give them either all scater lasers or all missile launchers (don't mix) and keep them as far away from the enemy as possible. Also keep in mind that the war walkers are a great target for guide and not a bad one for fortune.

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It's not THAT hard to get warwalkers cover saves. If you have a farseer babysitting them for guide anyways, fortune can be handy for a rerollable 4+ cover save.

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