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![[Post New]](/s/i/i.gif) 2010/02/18 16:47:53
Subject: 2500 Mech Eldar for Ard Boyz
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Deacon
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Here’s my Mech Eldar list I’m trying to develop for ‘Ard Boyz. I have it up to 2380, but I don’t know what to use the extra 120 points on.
HQ
Farseer w/Doom = 80pts.
Farseer w/Doom = 80pts.
Elite
5 Fire Dragons & Exarch w/Firepike and Tank Hunters = 131
Wave Serpent w/TL Bright Lances = 135
5 Fire Dragons & Exarch w/Firepike and Tank Hunters = 131
Wave Serpent w/TL Bright Lances = 135
9 Howling Banshees & Exarch w/ Executioner and Acrobatic = 187
Wave Serpent w/TL Scatter Lasers = 115
Troops
9 Dire Avengers & Exarch w/ Extra Catapult and Bladestorm = 152
Wave Serpent w/TL Scatter Lasers = 115
9 Dire Avengers & Exarch w/ Extra Catapult and Bladestorm = 152
Wave Serpent w/TL Scatter Lasers = 115
9 Dire Avengers & Exarch w/ Extra Catapult and Bladestorm = 152
Wave Serpent w/TL Scatter Lasers = 115
10 Pathfinders = 240
Heavy
Fire Prism = 115
Fire Prism = 115
Fire Prism = 115
I'm looking at ordering the models here in the next few days and to start play testing soon after. So I'd like some help figuring out what to spend the extra 120points I have left over and solid hints and tips about playing mech eldar against other types of armies.
Thanks,
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![[Post New]](/s/i/i.gif) 2010/02/18 17:42:56
Subject: 2500 Mech Eldar for Ard Boyz
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Ladies Love the Vibro-Cannon Operator
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How about giving guide (incl. stones) to the Farseers.
It would improve the FD's shooting.
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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 |
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![[Post New]](/s/i/i.gif) 2010/02/18 18:47:12
Subject: 2500 Mech Eldar for Ard Boyz
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Nurgle Chosen Marine on a Palanquin
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You don't need a fire pike on the exarchs, and for the points, remove tank hunters, and just get additional fire dragons, if you fear hordes, you may consider the dragons breather flamer and crack shot, but currently your fire dragons aren't fully efficient.
Also do not place brightlances on the fire dragon serpents, they are already big targets because they have fire dragons in them, just give them shuriken cannons and spiritstones, all other serpents should have elms and brightlances, the exact configuration is your call, I'm still considering the metagame for hard boyz, but I don't know the date of it either or your local area.
9 or 10 banshess/dire avengers... doesn't matter too much, get 10 if you can, otherwise they look good.
Pathfinders... for the points Rangers are more killy efficient than Pathfinders. Its a question of whether you can live with a 3+ save vs a 2+ save. My own strategy is live with the 3+ save, as it forces the enemy to shoot them, whereas if it were a 2+ save, a smart enemy won't waste their shots on them. Then you go to ground when they've committed too many units shootings at them.
12.5 rangers costs as much as 10 pathfinders, and will do more damage to the enemy, than the pathfinders. I've tried running the numbers on terminators in cover, space marines in cover, and each level of armor 4+, 5+ 6+ both in and out of cover, it amounts to 1 extra kill on a terminator in a game, to 3 extra kills on an IG or similiar 5+ armored model in a game.
The points you save on the rangers, can go towards improving a farseer, to deal with other threats that I don't see have been addressed yet. You need Psychic defense, this requires a runes of warding, its the best 15pts you can spend on a farseer, never leave home without. Also since your farseers are going to be in combat, give them singing spears, any anti-tank you can add to your army is a godsend, and both can have spears for a paltry 3pts each, on a BS of 5... its just amazing.
Another great thing that'll improve your game, is adding resilence... Fire Prisms at this points level can just be throw away units at 115pts each, but at 150pts each with holofields, now you have a unit that like the rangers... requires a lot more firepower and effort to be devoted to them, before they get taken down. A key strategy to winning in 5th edition, is having resilence.
You may also consider the two most efficient HQ's available to an Eldar player.. Eldrad and Yriel, until our codex receives another nerfing, these two heavy hitters have been double teaming since 2007. Eldrad gives you everything you could possibly want in 2 farseers for a better price, plus you get the mostly useless divination which once in a great while is useful, and Yriel... fragile, yet I've seen him not just pwn, but downright rape players so hard that their unborn children need counseling :p
When Ard Boyz comes up, I'll be running a list pretty similiar to what I've described, very similar to yours. I think I'll run just 6 rangers in a unit (I'll be out of points for more)
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![[Post New]](/s/i/i.gif) 2010/02/18 19:33:43
Subject: 2500 Mech Eldar for Ard Boyz
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Esteemed Veteran Space Marine
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UsdiThunder wrote:Here’s my Mech Eldar list I’m trying to develop for ‘Ard Boyz. I have it up to 2380, but I don’t know what to use the extra 120 points on.
HQ
Farseer w/Doom = 80pts.
Farseer w/Doom = 80pts.
Elite
5 Fire Dragons & Exarch w/Firepike and Tank Hunters = 131
Wave Serpent w/TL Bright Lances = 135
5 Fire Dragons & Exarch w/Firepike and Tank Hunters = 131
Wave Serpent w/TL Bright Lances = 135
9 Howling Banshees & Exarch w/ Executioner and Acrobatic = 187
Wave Serpent w/TL Scatter Lasers = 115
Troops
9 Dire Avengers & Exarch w/ Extra Catapult and Bladestorm = 152
Wave Serpent w/TL Scatter Lasers = 115
9 Dire Avengers & Exarch w/ Extra Catapult and Bladestorm = 152
Wave Serpent w/TL Scatter Lasers = 115
9 Dire Avengers & Exarch w/ Extra Catapult and Bladestorm = 152
Wave Serpent w/TL Scatter Lasers = 115
10 Pathfinders = 240
Heavy
Fire Prism = 115
Fire Prism = 115
Fire Prism = 115
I'm looking at ordering the models here in the next few days and to start play testing soon after. So I'd like some help figuring out what to spend the extra 120points I have left over and solid hints and tips about playing mech eldar against other types of armies.
Thanks,
I would suggest: getting holo-fields for all the prisms, that's 105 points, then get an extra model for each of the aspect squads (except the fire dragons) then drop the pathfinders, and take all the goodies off the fire dragons, get RoWarding and another squad of dire avengers, maybe drop some of the wave serpent's guns down to TL-ShuriCannons, and take spirit stones?... I never leave home without 'em.
I'm assuming one squad is going with the banshees, and the other with a squad of dire avengers, am I incorrect in assuming so?
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![[Post New]](/s/i/i.gif) 2010/02/18 19:39:26
Subject: 2500 Mech Eldar for Ard Boyz
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Stubborn Dark Angels Veteran Sergeant
Lost in the warp while searching for a new codex
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He has 10 models in all his DA and Banshee squads already.
Exarch with a firepike and tank hunter is unnecessary. Either drop him and take 5 plain dragons or get a squad of 8 and an exarch with DBF and crackshot.
With the BL on your dragon serpents all your AT can be found on two units. Besides, the serpent should be moving flat out so no point in spending 45pts on a wepon you wont get to use for a turn or two.
BLs on the DA serpent are better suited.
Not a big fan of banshees, but thats more a personal preference.
Pathfinders are totally out of place, would drop them and get eldrad instead.
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I cannot believe in a God who wants to be praised all the time.
15k
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![[Post New]](/s/i/i.gif) 2010/02/18 19:47:06
Subject: 2500 Mech Eldar for Ard Boyz
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Deacon
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Why are EML's a better choice than Scatter Lasers?
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![[Post New]](/s/i/i.gif) 2010/02/18 19:54:11
Subject: 2500 Mech Eldar for Ard Boyz
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Sadistic Inquisitorial Excruciator
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Drop a Farseer and add a special character? ie Phoenix Lord or Eldrad
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![[Post New]](/s/i/i.gif) 2010/02/18 20:16:38
Subject: 2500 Mech Eldar for Ard Boyz
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Nurgle Chosen Marine on a Palanquin
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EML's can punch armor a lot better than scatterlasers, you want penetrating results, not glancing results. Also it has a nice pinning plasma str4 ap4 round thats decent on troops.
And I didn't see enough long range anti-tank guns in your list as it was.
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