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Made in us
Esteemed Veteran Space Marine





Alright, a bit different from my usual forte, but this is what I believe will stand up the best chance to the expected competition:

(IE: The toughest mo-fo's out there...)

Yriel
Farseer
Fortune, Runes of Warding
8 Warlocks
Embolden x2, Enhance
Wave Serpent
TL-ShuriCannons, SS

5 Dire Avengers
Serpent
TL-EML's, SS

5 Dire Avengers
Serpent
TL-EML's, SS

5 Dire Avengers
Serpent
TL-EML's, SS

3 Vypers
Scatter Lasers

3 Vypers
Scatter Lasers

Fire Prism
Holo-Fields

Fire Prism
Holo-Fields

3 Warwalkers
Dual Scatter Lasers

I will have to get a few practice matches from Dash or OWMorde, since they are the toughest Vassal-ers I know.
   
Made in us
Awesome Autarch






Las Vegas, NV

I like the list, apart from the vypers and the war walkers.

I think you could tighten it up by dropping the vypers and taking 2 squads of guardian jetbikes with a shuriken cannon, warlock with destructor and a singing spear. These units are fantastic because they are scoring and can take on vehicles or infantry.

I would drop the war walkers and take another fire prism. War walkers really rely on farseer support to guide and fortune them. Without that, they suffer and another fire prism (or even a night spinner) would really fit into the list more efficiently.

With the points left over, I would suggest adding doom mind war to the farseer to zap any fists in a unit you are assaulting and bumping up a DA squad to 10 and adding blade storm for crowd control.

If you really want to spam str6, go all out. Take max vypers and war walkers and dual farseers with guide and doom. They way you have it now it is too much of a hybrid, IMO.

   
Made in us
Esteemed Veteran Space Marine





Reecius wrote:I like the list, apart from the vypers and the war walkers.

I think you could tighten it up by dropping the vypers and taking 2 squads of guardian jetbikes with a shuriken cannon, warlock with destructor and a singing spear. These units are fantastic because they are scoring and can take on vehicles or infantry.

I would drop the war walkers and take another fire prism. War walkers really rely on farseer support to guide and fortune them. Without that, they suffer and another fire prism (or even a night spinner) would really fit into the list more efficiently.

With the points left over, I would suggest adding doom mind war to the farseer to zap any fists in a unit you are assaulting and bumping up a DA squad to 10 and adding blade storm for crowd control.

If you really want to spam str6, go all out. Take max vypers and war walkers and dual farseers with guide and doom. They way you have it now it is too much of a hybrid, IMO.


I disagree with a few points, war walkers and vypers do not rely on farseers by any means, doom is close to useless most of the time, unless I am fighting a plethora of high toughness, multiple wound, units.

Guide helps them alot, though that would not allow me to take a council.

Doom and mind war?

65 points for meh upgrades, doom doesn't add too much, since most of my army will wound on 2's. Mind war wouldn't come into play much since instead of fleeting, all I would be able to do is throw Yriel's spear, and that.

I really have absolutely no luck with *using* my troop choices.

Why the jetbikes over the vypers, sure they're scoring units, which is a plus, though the vypers have better medium tank and infantry disposing potential.

Taking maximum vypers and walkers would leave me with little room for anti-tank. Also, again doom might not be that efficient.

The hybrid isn't that bad, if anything, it helps more than dedicating to one side of it.

I will consider dropping the walkers for a prism, and buying another warlock... Might help the list more...
   
Made in us
Awesome Autarch






Las Vegas, NV

Obviously play it how you choose to, hahaha, but why ask for advice if you don't want it? Perhaps you should simply ask for people to praise your list? =) I'm joking of course.

That was a typo in there for the farseer, I meant only to add Mind War. I also love doom, but I use a lot of small arms fire in my lists where it makes a big difference.

I use mind war all the time. It is so useful for removing a fist or klaw from a unit or softening up tough character. Perhaps you prefer fleeting, which often is the better choice, but I always like to have mind war handy.

Warwalkers unsupported, I find just die very quickly, especially in a list like yours. By guiding them you increase their damage output by 50% which is huge with the volume of firepower they put out. When you combo this with fortune when they are in cover they become very resilient as well. As it stands, they and the vypers are clearly the first targets to destroy as they are the most fragile units in your list by a large margin and put out the most firepower. Their destruction dramatically reduces your damage out put and they are easy to kill. That is why, IMO, if you want to go that route, go all out to increase their durability through redundancy and then take two farseers (one of which is Eldrad) to support them and go all out shooting. If you go all durable skimmers, then you take away the easy target selection.

By removing the war walker for another fire prism you increase redundancy and make target selection harder for your opponent. Plus, with three you can be sure to always combo shot the prisms if the situation warrants it.

As for the Vypers, perhaps they work well for you, but I have never had any luck with them. In fact, I can't stand them. They are paper thin, shoot poorly and are not scoring. In contrast, my guardian jetbike units with a warlock have always been fantastic for me. Perhaps that is just me, but I would much prefer a scoring unit that can also lock a unit in combat, and is able to take on tanks and infantry over a more expensive unit that dies horribly to anything that shoots at it. I could see them working with guide, but then it is better to use that on the war walkers.

Your Dire's don't do well for you? That is weird, mine are always great for me, I usually take 3 full squads, sometimes 4. I rarely lose with my Eldar either, But hey, everyone plays differently. Perhaps in your area they don't work against your opponents.

Anyway, good luck with the list.

This message was edited 1 time. Last update was at 2010/06/10 22:05:23


   
Made in ca
Focused Fire Warrior





Waagh for orks, what do we shout as eldar?

1500pt O'Vesa Star W: 27 D: 2 L: 1
The challenge: in a 1500pt game I will play 900pt + D6x100 pts, if I roll a 6 I reroll and -100 to that second number (down to 1000pt minimum)
W:6 D:0 L:1 
   
Made in us
Esteemed Veteran Space Marine





Reecius wrote:Obviously play it how you choose to, hahaha, but why ask for advice if you don't want it? Perhaps you should simply ask for people to praise your list? =) I'm joking of course.

That was a typo in there for the farseer, I meant only to add Mind War. I also love doom, but I use a lot of small arms fire in my lists where it makes a big difference.

I use mind war all the time. It is so useful for removing a fist or klaw from a unit or softening up tough character. Perhaps you prefer fleeting, which often is the better choice, but I always like to have mind war handy.

Warwalkers unsupported, I find just die very quickly, especially in a list like yours. By guiding them you increase their damage output by 50% which is huge with the volume of firepower they put out. When you combo this with fortune when they are in cover they become very resilient as well. As it stands, they and the vypers are clearly the first targets to destroy as they are the most fragile units in your list by a large margin and put out the most firepower. Their destruction dramatically reduces your damage out put and they are easy to kill. That is why, IMO, if you want to go that route, go all out to increase their durability through redundancy and then take two farseers (one of which is Eldrad) to support them and go all out shooting. If you go all durable skimmers, then you take away the easy target selection.

By removing the war walker for another fire prism you increase redundancy and make target selection harder for your opponent. Plus, with three you can be sure to always combo shot the prisms if the situation warrants it.

As for the Vypers, perhaps they work well for you, but I have never had any luck with them. In fact, I can't stand them. They are paper thin, shoot poorly and are not scoring. In contrast, my guardian jetbike units with a warlock have always been fantastic for me. Perhaps that is just me, but I would much prefer a scoring unit that can also lock a unit in combat, and is able to take on tanks and infantry over a more expensive unit that dies horribly to anything that shoots at it. I could see them working with guide, but then it is better to use that on the war walkers.

Your Dire's don't do well for you? That is weird, mine are always great for me, I usually take 3 full squads, sometimes 4. I rarely lose with my Eldar either, But hey, everyone plays differently. Perhaps in your area they don't work against your opponents.

Anyway, good luck with the list.


I didn't mean to sound ungrateful, I am going to vassal the list with your modifications, i've already tried the above list, and I have a shade of mix to use. I'll tell you how it goes!

I am thinking about more walkers, in lieu of prisms, and taking dragons instead of the vypers, alot to try, though I have a bit of time.
   
Made in us
Awesome Autarch






Las Vegas, NV

Ah no worries man, I was just joking around. You are of course free to play however you choose, not like I know everything about the game either.

Yeah, let us know how the game goes with that list, I am curious to hear how it goes.

   
Made in pl
Storming Storm Guardian





Hi

there are few things I do not like about this list:

1. Seer council in the wave serpent, means if You are second Your opponent will shoot the serpent down, which will leave You very expensive unit worthless

2. No spirit stones on the prisms, You have got holofield which is good, but when You will get 2- stunned, You are dead

3. How do You deal with av 13, or 14 vehicles ?? consider taking some lances or maybe fire dragon squad

4. Your main threat unit , seer council, can be easily taken down, ups already mentioned that,

Best of luck

This message was edited 1 time. Last update was at 2010/06/12 23:15:06


 
   
Made in us
Esteemed Veteran Space Marine





Zachar wrote:Hi

there are few things I do not like about this list:

1. Seer council in the wave serpent, means if You are second Your opponent will shoot the serpent down, which will leave You very expensive unit worthless

2. No spirit stones on the prisms, You have got holofield which is good, but when You will get 2- stunned, You are dead

3. How do You deal with av 13, or 14 vehicles ?? consider taking some lances or maybe fire dragon squad

4. Your main threat unit , seer council, can be easily taken down, ups already mentioned that,

Best of luck


1. Why? Reserves are a man's best friend...

2. Not if I hide them in cover.

3. Yes, that's a problem, though short of land raider/monolith/leman russ spam, what has alot of AV 13-14 tanks? I think I would wipe the monolith army, fair chance against the raiders, and have a poor chance against the lemans.

4. How can it be taked down easily? Oh wait, I stated that above.

I am trying to sound ungrateful here, you have proposed some... interesting points in previous threads, which I find plain old counter productive.

I prefer serpent councils to bike council since they cost less (barely), and have alot more MEQ+ killing power outside of shooting.

Also, they are immune to those pesky massed small arms fire. They can draw all the enemy's AT and come through with good dice rolling on my part.

Reecius-
Taking out the walkers for sure, just one squadron doesn't do the trick.

Still eh on mindwar, and the avengers. Haven't tried them yet.

Still iffy on the jetbikes, though tomorrow is the FLGS, so I will try them in another game or to.

Thanks.
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

5 Dire Avengers
Serpent
TL-EML's, SS

5 Dire Avengers
Serpent
TL-EML's, SS

5 Dire Avengers
Serpent
TL-EML's, SS

Thank you for another list with min-sized scoring units.
I'd take 2 full DA units with bladestorm.

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
Esteemed Veteran Space Marine





wuestenfux wrote:
5 Dire Avengers
Serpent
TL-EML's, SS

5 Dire Avengers
Serpent
TL-EML's, SS

5 Dire Avengers
Serpent
TL-EML's, SS

Thank you for another list with min-sized scoring units.
I'd take 2 full DA units with bladestorm.


But I love my min-sized scoring units so much!
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Inquisitor_Syphonious wrote:
wuestenfux wrote:
5 Dire Avengers
Serpent
TL-EML's, SS

5 Dire Avengers
Serpent
TL-EML's, SS

5 Dire Avengers
Serpent
TL-EML's, SS

Thank you for another list with min-sized scoring units.
I'd take 2 full DA units with bladestorm.


But I love my min-sized scoring units so much!

Well, my DA units are able to bladestorm, hop out of the tank, shoot an enemy unit and go back into the tank in the next turn.
Two such units can combine their fire if necessary.
Your DA units just sit in there doing nothing.

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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