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Made in us
Sneaky Striking Scorpion





Sector 001

I'm trying to improve my win/loss ratio at my local gaming club. I keep alternating between shooty and assaulty eldar, frequently with little success. One time I ran a proxy wraithguard list against some khorne daemons and rocked them, but that was more luck than anything else. My roommate, who plays Tau, advised that I should play one list and stick with it until I know the army better. For this reason, I don't plan on buying too many new models in the future... either another wave serpent or some fire dragons or some warp spiders. I guess it all depends on the feedback I get here.

So the list I decided to settle on is decidedly shooty. Almost too shooty since I normally play harlequins and howling banshees.

HQ:
Eldrad .................................................210 points

Troops:
Dire Avengers *10.....................................177 points
(exarch, pw & shimmershield, bladestorm, defend)

Guardians *10...........................................143 points
(warlock w/enhance, singing spear, scatter laser)

Guardians *10...........................................140 points
(warlock w/enhance, EML)

Dedicated Transports:
Wave Serpent...........................................145 points
(TL BL, SS)

Heavy Support:
Dark Reapers *5.......................................217 points
(exarch, tempest launcher, crack shot)

Falcon......................................................180 points
(BL, Holo-Fields)

Wraithlord................................................155 points
(BL, EML, 2 flamers)

TOTAL: 1500 points exactly

In objective missions, the plan was to sit the guardians on objectives far from the fight and shell away at the enemy with the weapons platforms. The Reapers would also hang back and fire along with the Falcon. If need be, the reapers would hop into the falcon for mobility. The wraithlord would hang out near the guardians, the warlocks protecting the lord from wraithsight and the wraithlord would slow down an assault on the guardians. Eldrad would ride in the wave serpent with the Dire Avengers, and would attempt to seize enemy objectives with the fire support from the guardians, wraithlord, falcon, and reapers. It feels like it should work, but I think I might have to drop some of my anti-tank... I might be a tad heavy on it. I guess I just hate land raiders
Any input would be greatly appreciated.

"The only thing you defeat when you play WH just to win is the purpose of playing WH in the first place." -Eos Rahh

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Hamburg

Looks semi-competitve.
There will be armies out there that will try to charge your Guardians or Dire Avengers on foot.
You can hamper his advance by massive shooting or by a strong counter-strike unit.
Massive shooting would give you 3 Warwalkers with scatter lasers, while Dark Reapers are good vs. MEQ but the enemy might get a cover save which diminishes their usefulness.

I'd replace the Falcon for another Wraithlord. Two WLs will provide you with some counter-strike potential.

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
Sneaky Striking Scorpion





Sector 001

Thanks for the quick response!

I'm not a massive fan of warwalkers since they tend to die pretty easily... then again they could be viable since the falcon, serpent, and wraithlord would be drawing the heavy weapons fire.

I took crack shot on the Dark Reaper exarch so I could deny saves to marines. Since crack shot lets me ignore cover, I can still touch them with the tempest launcher

Replacing the falcon with a wraithlord... hehehe... I like that thinking. Since I'm a little anti-tank heavy anyway I can drop the falcon, take the wraithlord w/ BL, EML. (at least the eml could also mess with enemy infantry) Then I'd even have some extra points to play with... the downside to all of that is I'll have to buy another wraithlord. I'll think about it

"The only thing you defeat when you play WH just to win is the purpose of playing WH in the first place." -Eos Rahh

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Hamburg

Well, its rather easy to stun a Falcon such that it cannot shoot in the next round.
On the other hand, Wraithlords are tough to take down such that they might serve you better as anti-tank units.

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

The list looks like a good start, but some fine tuneing is going to be necessary.

What powers do you plan on having eldrad cast every turn? Fortune, guide, and doom with a mind war in the mix when necessary? If you own another unit to fit in this army, you may want to consider taking him out for a farseer with doom to save points. If not, then you can make eldrad work.

You need to drop the enhance off the guardians. It really isn't going to be all that useful. Guardians are really really bad in hand to hand and enchance only makes them marginaly better. Working out some math hammer, if 5 marines charge 10 guardians (about equal points here), the guardians lose the fight after 5 rounds of hand to hand (assuming they don't break before then) and there are still 3.5 marines left. If you give them enhance, they lose after 8 rounds with 2.8 marines left. Things go much much worse for you if there is more of them or if the unit is even remotely hand to hand based. In either case, spending the points for the warlock and the enhance power really isn't going to help you as much as other things could. I would recommend either getting rid of the warlock all together (for squads that are going to be hanging back) or getting embolden to ensure that it takes longer for the guardians to break (the more likely outcome of combat than getting killed after 5-8 rounds of hand to hand). You may also want to consider conceal for forward guardian units if you normally play on tables that don't have much terrain. While on the subject of warlocks, you'll also probably want to ditch the singing spear on your warlock. Do you really plan on getting that cose to a tank? And even if you do get that close, do you want to spend the fire power of the whole squad on the one shot? Some questions to consider.

I think that both the dreadnaught and the dark reapers look great. No need to change them. I think you'll find that the dark reaper exarch will more often than not nearly wipe out any target the squad is pointed at.

As for the falcon, you may want to consider giving it star engines. The reason I say this is that they would allow you to zoom over to the enemy deployment zone late in the game to help contest objectives. If you have a guadian squad that's down to 6 men or less, you could have them jump in too and then the unit would be scoring. Normally I would suggest swaping out the bright lance for a missile launcher (since you can more 12" and fire all your weapons if you shoot the missile launcher on plasma). However, since you are not really planing to use the flacon as a transport, the loss of mobility isn't a big deal.

**** Phoenix ****

Threads should be like skirts: long enough to cover what's important but short enough to keep it interesting. 
   
Made in us
Sneaky Striking Scorpion





Sector 001

Thanks Phoenix! Allow me to explain myself... apparently I've been reading parts of my codex wrong.

As far as Eldrad is concerned, I heard he was a broken HQ choice so I decided to take him. The model I'm using for eldrad is a normal farseer with staff, so swapping it back to farseer status is no big deal. I figured I'd use Eldrad as a jack-of-all trades psyker. His primary function would be to fortune the dire avengers and doom whatever the avengers shoot at. The third power would be whatever the situation called for, either a mind war to deal with a special character or an eldritch storm to thin out hordes. He might be a little point-sinky, but I see plenty of situations where I can use him... however, I might go back to running my doom-fortune seer.

As far as the warlocks.... I misread my codex. For some reason I thought enhance added 1 to BS, not WS. I'll be swapping enhance out for embolden for sure. As far as taking the warlocks out completely, I kinda like having them as an insurance policy against enemy walkers. (I hate SM dreadnoughts) I agree, the spear is a bad choice for this, so I'll ditch that too. However, I wanna keep the warlocks, mostly because I just bought some!

I like the idea of swapping the falcon's bright lance for an EML... it expands the range of targets the falcon can shoot at, even after it has moved a whole 12".

So after changing the warlock powers, removing the spear, and swapping to an EML, that frees up 33 points.... now what to spend it on.... I'll come up with a revised list soon

"The only thing you defeat when you play WH just to win is the purpose of playing WH in the first place." -Eos Rahh

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Guarding Guardian




California

If you aren't going to use the falcon as a transport, I'd say you're better off swapping in a Fire Prism instead. I also agree with Phoenix that a Doomseer is one of the best values available for Eldar HQ - it isn't obvious from looking at the lists, but the ranges on a seer's psychic powers make it difficult to use more than one from the same HQ. I'd generally advize against Conceal for the guardians - almost every opponent is going to try to assault them, so you'll get the most mileage out of embolden or just dropping the warlock altogether. I'd also recommend dropping the Scatter Laser on your first Guardian squad in favor of another EML.

The points you save from changing out Eldrad and dropping the Warlocks could buy you another Wraithlord, or maybe some Elites to load in that Falcon (I love FDs, but you look good for anti-tank already, so a CC unit might be best).

I'm a fraud; a poor lazy, sexy fraud. 
   
Made in us
Sneaky Striking Scorpion





Sector 001

Thanks for the feedback everyone. I took various criticisms and came up with the following list:

HQ:
Farseer.............................................80
(doom)

Troops:
Guardian Squad * 10.........................130
(Warlock w/ embolden, EML)

Guardian Squad * 10.........................130
(Warlock w/ embolden, EML)

Dire Avengers * 10...........................177
(Exarch, Bladestorm, Defend, PW/Shimmershield)

Dedicated Transport:
Wave Serpent..................................145
(TL BL, SS)

Heavy Support:
Dark Reapers * 5..............................217
(Exarch, Tempest Launcher, Crack shot)

Wraithlord........................................155
(BL, EML, 2 flamers)

Fire Prism........................................160
(holo-fields, shuriken cannon)

Fast Attack:
Vyper.............................................60
(Shuriken Cannon, Shuriken Cannon)

Vyper.............................................60
(Shuriken Cannon, Shuriken Cannon)

And after all is said and done, I have 186 points left... I came up with a few options to spend the remaining points on. 2 options are more shooty while the other 2 are more counter-assaulty:
Option 1A:
Guardian Jetbikes * 5
(add Warlock w/embolden, singing spear, 1 shuriken cannon)
add one guardian to one of the guardian squads, 5 points left over

Option 1B:
Warp Spiders * 8
(Exarch, extra deathspinner, withdraw)

Option 2A:
Harlequin Troupe * 7
(shadowseer, harlequin's kiss *7)
2 points left over

Option 2B
Striking scorpions * 5
(exarch)
Striking scorpions * 5
(exarch)
2 points left over

"The only thing you defeat when you play WH just to win is the purpose of playing WH in the first place." -Eos Rahh

Dakka Trader Rep: +15 and counting

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Hamburg

Let me summarize:
The core of the army consists of Farseer, 2 small Guardian Defender units, DA unit in Serpent, heavy support units (DR, WL, Fire Prim), and 2 Vypers.

Well, the enemy will surely target the Guardian squads as they are scoring; a Warlock with embolden is fine here to increase their staying power.
However, if the enemy manages to charge them, they are dead and the WL will not be able to save them.

What you need is a counter-strike unit like Harlies. Outflanking Scorpions will not be a great help.

If you add Jetbikes (six please, with two shuricannons), then you might drop one Guardian squad on foot.

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
Longtime Dakkanaut



Beaver Dam, WI

Looking at the latest list...

Vypers are worse than war walkers... other than you have them, save 120 points.

Lose the embolden warlocks for 60 more points and go with an Avatar. That is short ranged Anti-tank, makes your guardians fearless and is great counterattack unit if they try to close with your guardians.

You are light on CC counter units but as I have played, I would suggest a second unit of dire avengers... exarch with bladestorm and 2 catapults. Between 2 DAs you can blunt charging enemy units pretty well.

Seeing you are going with the tempest launcher, I would run the dark reapers at 3 instead of 5. The power of the tempest is as a guess weapon so making the unit 5 strong just makes it a bigger appearance of a major threat when the damage is all in the exarch anyways.
If you are going 5-man then I usually give the exarch the EML and fast shot and just plug 2 direct fire templates or use him as a great AT option on the medium stuff.

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