Switch Theme:

Eldar Foot Army  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Battleship Captain





Perth

Stelek wrote:Just you wait, DBM...some people actually *gasp* run my armies and do well.

I think it's the 7th sign.

Oh, don't get me wrong, I don't doubt the efficacy of the lists. I don't always understand why you put the things you do in your lists - but I also know that you play a lot more games than I do, so I figure there's a reason for things to be there. That's part of why I enjoy reading these lists. In CCG's we talk a lot about, "What is the engine of this deck?" And part of the challenge is figuring out new and unique engines that work. That's what I see with your lists - you post a lot of lists with, shall we say, eclectic engines. The challenge with reading these lists is figuring out how these engines run.

Man, I wish there was a real Black Library where I could get a Black Library Card and take out Black Library Books without having to buy them. Of course, late fees would be your soul. But it would be worth it. - InquisitorMack 
   
Made in us
Executing Exarch





Los Angeles

Once the flame war started, I stopped reading so forgive me if I repeat some things that have already been said. Disclaimer aside…

The list looks interesting but obviously a far cry from optimal. The basic idea for this list seems to be to have a large fire base in the upper back field area (12-18” from deployment edge) and in cover. The farseers guide the reapers and fortune whoever is taking shots. The quins hang out and wait for something to get close and threaten the fire base while harassing units with shuriken cannons. Mean while, the reapers rain death on anything in sight and the scouts pick out targets of opportunity. Does that about sum it up?

Two major points crop up as needing attention when I look at optimizing this list. The first is that the farseers have 3 powers while they can only use 2 at a time. I understand the need for each power, but it just seems like a waste to always have one sitting around doing nothing. Looking at what you are most likely to put to use, I would suggest dropping guide from one of the farseers and dropping doom from another. Reapers hit on 3+ so while it is helpful, it isn’t as good as when it’s used on BS3 models. The math hammer on it looks like this

4 Reapers shooting at T4 models with 3+ or worse save = 3.5 kills
4 Reapers shooting at T4 models with 4+ cover saves = 1.7 kills

4 Reapers with guide shooting at T4 models with 3+ or worse save = 4.7 kills
4 Reapers with guide shooting at T4 models with 4+ cover saves = 2.3 kills

So guide is getting you 1.2 or .67 extra kills from the normal reapers each round (depending on cover). The effects on the exarch are much more difficult to model with just math so you’ll have to run the experiment on that one yourself. In the case of the missile launcher, I wouldn’t expect that effect to be all that large. The exarch hits on 2+ or rolls 2d6-5 for scatter when shooting plasma.

This leads me into the next issue with the list and that’s the reaper exarchs. Right now you have them outfitted with missile launchers, fast shot, and crack shot. As with the farseers, I really must dissuade you (and anyone else really) from taking powers that can’t be used in conjunction with each other. So either stick with crack shot (my preference, particularly with the new abundance of cover saves) or fast shot but both in the same place is a waste. I would also make arguments against the missile launcher. For the most part it doesn’t do a good enough job at killing troops to be worth taking along side the rest of the anti troop fire power in the squad. In addition, it tempts you to use the anti troop unit against tanks where most of its fire power will be wasted. I much prefer to equip my reaper exarchs with crack shot and the tempest launcher. It gives them a dedicated anti troop weapon and it puts out plenty of fire power. The new addition that adds the -5 to the scatter is just icing on the cake in 5th.

The final point which I’m sure has been made is the fact that this list lacks anti tank power (particularly if you take the missile launchers off the reaper exarchs). Not sure how you would like to address this issue, but there are a couple of ways to do it. One would be bright lance guardian squads. They would be a reasonable support unit for the rest of the army and help provide cover saves for any of your real units that might have to be placed in the open to get proper firing lanes. They also have enough staying power (when in cover) to not get obliterated early on. If staying power isn’t so important, vipers might work (although that breaks the foot troop theme). Or if you are looking for a more reliable unit (and the one I think would fit best from an army building standpoint) a dreadnaught with bright lance and missile launcher could fill the last heavy slot. Again, it sort of breaks the “all foot troop” theme, but it’s up to you. The final idea would be to drop some points (farseer power, exarch equipment, and/or possible the death jesters) and use the points (and some squad size juggling) to get another small squad of harliquins. You could give them fusion pistols and see how they do at tank hunting. Seems like it would fit your theme well but I'm not sure how effective they would be.

This message was edited 1 time. Last update was at 2008/06/30 20:43:07


**** Phoenix ****

Threads should be like skirts: long enough to cover what's important but short enough to keep it interesting. 
   
Made in us
Fixture of Dakka






.................................... Searching for Iscandar

Well, it isn't a balanced foot army.

It's a foot army that will do incredibly well against certain armies, and fail against others.

I don't really like the Reaper Exarchs myself, but to stay in theme and not just give up completely against tanks...I chose them.

The reason you take the farseer powers (and the exarch powers) is for flexibility. The list has so little as it stands.

It's a punching bag that can take on marines without a whole lot of trouble, really.

By the way, the reason the farseers have their powers is:

Against assault armies, you want doom and guide.
Against shooty armies, you want fortune and guide.

   
 
Forum Index » 40K Army Lists
Go to: