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Made in no
Regular Dakkanaut






HQ

Asurmen
-230

Farseer
Doom
2 Warlocks
1 Spirit Seer
(1 Farseer and 3 warlock models in total)
-161

Elites

7 Howling Banshees
1 Exarch
Executioner
-150

Troops

10 guardians
Star cannon
-105

10 guardinas
Star Cannon
-105

5 Rangers
-95

9 Dire Avengers
1 Exarch
Power Weapon
Shimmer shield
-142

2 Wave serpents
Twin-linked Scatter Laser
Spirit Stones
-250

Heavy Support

Wraith Lord
2 Flamers
Bright Lance
-130

Wraith Lord
2 Flamers
Bright Lance
-130

The general plan is for the Farseer to join the banshees in one Wave Serpent (and use doom to help them wound), and for Asurmen to join the Dire Avengers in the other Wave Serpent.
These two units will move in early on isolated threats (together if needed) while the guardians, wave serpents, and wraith lords will shoot any big scary stuff that is too well protected. The warlocks will mostly be supporting/babysitting the wraithlords.

Any suggestions on changes to the list or what to do with it?

EDIT: I'm expecting to face Tyranids, marines, and another eldar army.

This message was edited 1 time. Last update was at 2010/04/28 05:03:31



GENERATION 14: The first time you see this, copy it into your sig and add 1 to the generation. social experiment. 
   
Made in us
Automated Space Wolves Thrall





well, I suggest dropping the starcannons for EML for two reasons krak and plasma, would be incredibly useful..i didnt see many many blast weapons in your army just thought it'd be useful against nids. Then that frees up 10pt so I'd also add acrobatic and war shout to the banshees. it'd be great for cutting up assault marines...well basically most CC.

- Gods Of War I Call You, My Sword Is By My Side.
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Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Indeed, looks like a newbie list.
If you take foot slogging Guardians then attack an Avatar.
Asurmen is not bad but overpriced for what he can achieve at the battle field.
The Banshees should be taken in a full unit.
The Farseer should better stay in the back field able to fortune the Avatar and doom the enemy unit the Banshees are charging.
A small unit of Warlocks is useless, drop it.
The DA unit should have blade storm, nothing else.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

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





The Webway Gate in California

I would lose Asurmen and the Farseer and take Eldrad and you should have enough for ten banshees which don't really need an exarch. Get rid of rangers and you might want a Falcon or Fire Prism for exttra punch and mobilty or you could add more Wave serpents with bright lances or missle launchers.

We were masters of the stars once and we shall be again

 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Well, Eldrad is too expensive in 1500 pt games.

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 rw
Wicked Warp Spider






OK, a small squad of warlocks is a waste. Also, a solo farseer can join banshees and ride with them. A farseer+warlocks is a whole seperate unit, and cannot hitch a ride. Either take a farseer with doom (runes of warding and singing spear are often useful) to go with the banshees, or scrap the banshees, go with a farseer + at least 6 warlocks. The farseer will NEED fortune, the warlocks should have at least one enhance.

Asurmen seems pretty overpriced for what he brings to the table. He's an assault character for a non-assault aspect. I would drop him, spending a lot on HQ seems counter-productive.

Star cannons are flat-out terrible, consider scatter lasers or EMLs for this type of squad. I'm in the 'never take guardians at all' camp, but if you do, those are the options to take. An avatar is a good buy if you plan on fielding more of these guys.

Rangers are either pathfinders or nothing. The difference is phenomenal.

Wraithlords are good, wraithswords might be a good idea here. Remember you'll want a warlock or psyker around to stop them going inactive on you at crucial moments. Perhaps a warlock in one of the guardian squads, with the spiritseer upgrade?

Eldar Corsairs: 4000 pts
Imperial Guard: 4000 pts

Corregidor 700 pts
Acontecimento 400 pts 
   
Made in no
Regular Dakkanaut






Ok, I have made some changes to the list. I want to try Asurmen in the list, so I kept him for now.
I think I want to keep the star cannons on the guardians (eldar player runs wraithguard and 3 wraith lords, marines player has terminators, and nid player has a few big things with 3+ or better save)

Asurmen
-230

Farseer
Doom
Runes of Warding
Runes of Witnessing
-105

Elites

8 Howling Banshees
1 Exarch
Executioner
War Shout
Acrobatic
-176

Troops

10 guardians
Star cannon
Warlock(Spiritseer)
-136

10 guardinas
Star Cannon
Warlock(Spiritseer)
-136

9 Dire Avengers
1 Exarch
Power Weapon
Shimmer shield
-142

2 Wave serpents
Twin-linked Scatter Laser
Spirit Stones
-250

Heavy Support

Wraith Lord
2 Flamers
Bright Lance
-130

Wraith Lord
2 Flamers
Bright Lance
-130

War Walker
2 Scatter Lasers
Spirit Stones
-65


GENERATION 14: The first time you see this, copy it into your sig and add 1 to the generation. social experiment. 
   
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Death-Dealing Devastator






Drop the spirit stones on the war walker and the acrobatics (keep the war shout) and get Defend for the dire avengers. Dropping the spirit seer upgrades and 1 more point I believe will also get you bladestorm. What power do the warlocks have (hopefully conceal)

If you think you are too small to have an impact, try sleeping with a mosquito. 
   
Made in de
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Hamburg

Asurmen is not bad, but at the competitive level I won't consider him.

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 no
Regular Dakkanaut






steinerp wrote:Drop the spirit stones on the war walker and the acrobatics (keep the war shout) and get Defend for the dire avengers. Dropping the spirit seer upgrades and 1 more point I believe will also get you bladestorm. What power do the warlocks have (hopefully conceal)


The plan is for the Dire Avengers to get Bladestorm and Defend from Asurmen

wuestenfux wrote:Asurmen is not bad, but at the competitive level I won't consider him.

It's friendly games

This message was edited 1 time. Last update was at 2010/04/28 15:23:52



GENERATION 14: The first time you see this, copy it into your sig and add 1 to the generation. social experiment. 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Accersitus wrote:
steinerp wrote:Drop the spirit stones on the war walker and the acrobatics (keep the war shout) and get Defend for the dire avengers. Dropping the spirit seer upgrades and 1 more point I believe will also get you bladestorm. What power do the warlocks have (hopefully conceal)


The plan is for the Dire Avengers to get Bladestorm and Defend from Asurmen

wuestenfux wrote:Asurmen is not bad, but at the competitive level I won't consider him.

It's friendly games

Its fine for friendly games.
If you give the DA Exarch a shimmershield and the Farseer fortune, the DA unit is hard to beat, even without Asurmen.

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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