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![[Post New]](/s/i/i.gif) 2010/02/25 18:15:39
Subject: 1k eldar need help and tips
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Stubborn Hammerer
Weston-super-mare
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HQ
Farseer
fortune,guide,spirit stones,
Troop
5 rangers
3 jetbikes- 1 shuriken cannon
Heavy support
5 dark reapers
exarch- tempest launcher,crack shot
Wraithlord w/2 X Flamers,eldar missile launcher , Brightlance
Wraithlord w/2 X Flamers,eldar missile launcher , Brightlance
hi just wanted to know if this list would work as im new to eldar and havent tested this army yet and wondered if i should change any weapons or models to make it more effective.
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This message was edited 5 times. Last update was at 2010/02/26 11:26:50
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![[Post New]](/s/i/i.gif) 2010/02/25 19:14:51
Subject: Re:1k eldar need help and tips
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Neophyte undergoing Ritual of Detestation
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Really like it, makes a nice change from all the dire avenger, guardian heavy lists floating around. Two things though, 1. You will have to take great care with your farseer, you need him badly in this list for doom and guide and also preventing wraithsight on wraithlords. 2. Sadly you are a bit close combat light, and by that I mean nearly non existant (apart from wraithlords), you have very little mobility in this list and if you allow yourself to be cornered by CC orientated army youre dead. Just my 2 cents. Pinning is your biggest friend I reckon
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![[Post New]](/s/i/i.gif) 2010/02/25 19:35:12
Subject: 1k eldar need help and tips
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Awesome Autarch
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This list is decent for this points level, but here are my suggestions:
Give the farseer fortune and guide and spirit stones, and runes of warding, stick him with the dark reapers and every turn fortune and guide them and they will provide fantastic fire power, plus you have psyker defense.
I don;t like pathfinders, they never kill anything. Damn near everything has a 4+ cover save these days so yo will find that their special abilities are mostly wasted.
They only do an average of 5 wounds a turn between all 3 squads, which is pathetic. If you play a horde army, kiss your rear end goodbye. Since most units will be in cover, that averages down to 3 kills a turn, which is pure suck.
The wraithlords are set up perfectly, but they will need to be really close to the farseer to not suffer WS, so be careful of template weapons.
If I were you I would drop the pathfinders down to rangers at the very least to free up points. Give the Exarch on the Dark Reapers crack shot as this is better than fast shot. Ignoring cover and rerolling to wound rolls will make this weapon punishing.
Other than that, drop a squad of pathfinders for a 10 man Dire Avenger squad with no upgrades to give you some flak fire as you really need it.
I would drop another pathfinder squad for a jet bike squad so that you actually have a unit to go and get objectives, as otherwise your army is pretty much totally static, and will just play defensively. You need the ability to go and get objectives or you will lose a lot of games even if you out shoot your opponent.
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![[Post New]](/s/i/i.gif) 2010/02/25 21:04:35
Subject: Re:1k eldar need help and tips
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Stubborn Hammerer
Weston-super-mare
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Thanks for the help ive updated my farseer,i really like ranger models and would like to have 10 so if i dropped 5 whats best to get?are dire avengers anygood at footslogging or shud i try to free up points for transport if i chose them?
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![[Post New]](/s/i/i.gif) 2010/02/25 23:26:46
Subject: 1k eldar need help and tips
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Awesome Autarch
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Honestly, you need something fast that can cross the board and take an objective. Unless you don't play the missions out of the book that is.
I would drop them and take two units of bikes, or take one unit with a s.cannon, warlock, s.speer and destructor as that is a great all around unit.
Automatically Appended Next Post:
Also, squeeze in fortune if you can, it makes the dark reapers (or any unit it is cast on) so amazingly hard to kill. It lets you re roll ANY saves. If you take that and spirit stones so the farseer can use both powers, he makes those Dark Reapers murder.
By dropping the pathfinders to Rangers and losing one squad of them, you save a lot of points.
Try out the pathfinders, you will be dramatically underwhelmed with their performance in almost every game.
Then try them as Rangers instead, there is not much of a difference and the points saved will go a long way to making your army hit harder.
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This message was edited 2 times. Last update was at 2010/02/25 23:30:09
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![[Post New]](/s/i/i.gif) 2010/02/26 00:03:03
Subject: Re:1k eldar need help and tips
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Adolescent Youth with Potential
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I play eldar and footsloggin is not our cup of tea. I agree that bikes would be the best way to go. Honestly with 1000 points you might want to look at guardians. they are weak but they are very annoying to the opponent. they can sit on an objective and start poppin tanks with a brightlance all day.
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![[Post New]](/s/i/i.gif) 2010/02/26 02:10:19
Subject: 1k eldar need help and tips
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Awesome Autarch
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Foot slogging Eldar are great, actually. My Eldar list is all foot, no vehicles, and like I have said before, I have not lost a game in a year of regular play against very good players.
I am not saying I am the greatest player ever, but Foot Eldar can kick serious ass if played right. This list just isn't going to do it as it is set up more to be a shooty army, but with so many points tied up in those Pathfinders who won't kill much of anything, it will have a hard time out shooting most armies.
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![[Post New]](/s/i/i.gif) 2010/02/26 06:48:30
Subject: Re:1k eldar need help and tips
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Stubborn Hammerer
Weston-super-mare
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havent got my codex with me so am guessing points i have given the farseer fortune dropped 10 pathfinders and added 6 jetbikes. is this list any better if its still useless could you give me a few of your footslogging lists that you use thanks.
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![[Post New]](/s/i/i.gif) 2010/02/26 07:22:50
Subject: 1k eldar need help and tips
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Awesome Autarch
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Sorry if I sounded like a jerk, the list you made is not useless at all, just that pathfinders don't work as a primary damage dealing unit. They just don't put out enough wounds. They work great as an objective holder though, and they are definitely useful, just don't count on them doing much damage.
That Dark Reaper squad though, that thing with fortune and guide, is a serious damage dealer. Especially against MEQ's, you will be shooting the pants off of any squad not in a transport.
Try this out for 1,000 points, this fits your main idea and give you a little more punch.
HQ
Farseer: Guide, Fortune, Spirit Stones
Troops
Guardians x 10: B.Lance, Warlock, Spirit Seer, S.Spear, Destructor
Jet Bikes x 3: S.Cannon
Rangers x 5
Heavy
Wraithlord: EML, B.Lance
Wraithlord: EML, B.Lance
Dark Reapers x 5:Exarch, Tempest Launcher, Crack Shot, Fast Shot
So, the logic behind this army is this.
The Rangers sit on your objective and shoot targets of opportunity, going to ground if anything even mildly scary shoots at them.
The Jet bikes go after objectives for you and shoot only at targets of opportunity. Mostly you want to play conservatively with this squad because it will win you the game. Don't get them killed, keep the alive to score or contest an objective late game. A lot of the times, it is best to keep these guys in reserve.
The Guardians fulfill two roles. Their bright lance combined with the two on the WL's means you have pretty dang good anti tank firepower. When an enemy assault unit gets close, they can shoot with shuriken catapults and the warlock has destructor which is a heavy flamer, and he has a singing spear which is great for destroying vehicles as it is a las cannon at range and can be used to pop rear armor of tanks in assault. Also, the warlock is a spirit seer so he keeps your wraithlords from being stupid for a turn which with an army this small, can lose the game for you.
The two wraithlords shoot, obviously, but they are also counter assault units. With two flamers they can torch infantry and they can wade into combat and at the least hold assault squads up for a long time.
The main damage dealing unit though, are the Dark Reapers. Stick them in cover and guide and fortune them. They will murder anything in the open and with the tempest launcher, they can nail squads in cover too.
This gives you an army that can score and hold objectives, shoots well and is decent in assault.
The only change I would consider making would be to drop fast shot on the DR exarch to take Runes of Warding for psyker defense if you play in an area with lots of psykers.
Well, I hope that helps. It changes your concept a bit, but not dramatically.
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This message was edited 1 time. Last update was at 2010/02/26 07:30:28
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![[Post New]](/s/i/i.gif) 2010/02/26 11:25:43
Subject: Re:1k eldar need help and tips
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Stubborn Hammerer
Weston-super-mare
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You didnt sound like a jerk  I needed help and you have so dont worry. I like the ranger models, thats my only real concept so in your list i have 5 thats enough lol. i really didnt want a unit of guardians as i dont really like the look of them and 2 of my friends have executioners which i can imagine killing a squad of guardians in 1 turn. Is there anything else i could get to fill that gap?. Thanks
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![[Post New]](/s/i/i.gif) 2010/02/27 02:13:45
Subject: 1k eldar need help and tips
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Awesome Autarch
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Yeah, you could take a unit of warp spiders for a fast anti troop unit, that is also a secondary objective contester.
Or, you could go with a unit of Dire Avengers with blade storm.
You could take a small unit of scorpions or Harlies too, for some nasty counter assault, plus scrops can outflank and on a 4' x 4' table (which is what you should play on at 1,000 points) they can be really good.
But best bet is probably some warp spiders to give you some flak fire.
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