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Made in us
Fresh-Faced New User





OK, heres what I've got...

HQ:
Farseer
Singing spear
Spirit Stones
Runes of Warding
Runes of Witnessing
Power: Doom
Power: Guide
3 Warlocks
2 Singing Spears
Destructor
Enhance
Conceal

Avatar

Elites:
6 Howling Banshees
Exarch w/ executioner
War Shout
Acrobatics

Troops:
15 Dire Avengers(5/10 split)
Exarch w/Double Shuri
Exarch w/Diresword and Pistol
Both have Bladestorm and Defend

20 Guardians(10/10 split)
Scatter Lasers

2 Wave Serpents
Spirit Stones
Vectored Engines
Star Engines
Star Cannons(on both)
Shuriken Cannons(both)

Fast Attack:
2 Vypers
Star Cannons
Vectored Engines
Star Engines
Holo-Fields
Spirit Stones

Heavy:
War Walker
EMLs
Spirit Stones

Totals 1721... Not great but hopefully workable. Usually play swarmer's Double Tervagon Double Trygon army...Haven't won but I believe its mostly my terrible tactics...
Any advice/help/criticism would be appreciated

Craftworld T'sui 1721pts. 
   
Made in us
Sybarite Swinging an Agonizer





US

who do you have transported in the 2 WS?

and personally, i would drop the Avatar in favor of maxed DA and HB squads, more shots from Bladestorm, and more power weapon swings on the banshees

i would also recommend that you drop one of the powers in each DA squad, if you are going to have the Dual Shurey Exarch's squad just shoot, i'd just keep him with bladestorm, while the other squad just has Defend.

Now im not sure about you, but i'd much rather have a 5+ invulnerable save in cc with a power weapon over a diresword, though having a cc weapon that has a nice HQ killer ability can be sweet

War-walker's paper armor i have grown to hate, as well has the squadron rules for vehicles. I would personally drop the vypers and warwalker for a Fire Prism (or two if i could swing it) but if you are going to keep the vypers. . . REMOVE the spirit stones you are litterly WASTING points;
the squadron rule for vehicles automatically treats ALL stunned results as shaken provided there is more than one vehicle remaining, but the trade off is that all immobilized results count as vehicle destroyed (wrecked)


anywho. . . thats my $2

"There are five possible operations for any army. If you can fight, fight; if you cannot fight, defend; if you cannot defend, flee; if you cannot flee, surrender; if you cannot surrender, die. " Sima Yi
DS:90SGM+B--IPw40k09#+D++A+++/sWD-R+T(S)DM+
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Made in us
Fresh-Faced New User





I've kept the DA in the Serpents though I have put Banshees in their once or twice... I'm thinking of make both Exarchs shooters and using the two WS get out shoot, other troop gets out shoots you get in tactic...(does that have a shorter name?)
Unfortunately at this point I'm playing with all my models... won't be changing overall for a long time but it will... hopefully

Craftworld T'sui 1721pts. 
   
Made in us
Sybarite Swinging an Agonizer





US

Throw in a Farseer (guide, doom, stones, and if you're bored, storm) into what you just mentioned and you have the Basic Cheddar Shooty "i win" button

Bashee's in a WS is nice to quickly get them into the thick of things, an extra one wouldnt hurt further on down the line.


I wish you best of luck on your Eldar Army!

"There are five possible operations for any army. If you can fight, fight; if you cannot fight, defend; if you cannot defend, flee; if you cannot flee, surrender; if you cannot surrender, die. " Sima Yi
DS:90SGM+B--IPw40k09#+D++A+++/sWD-R+T(S)DM+
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(ಠ_ృ) 
   
Made in ca
Focused Fire Warrior





you could take out some upgrades on the vypers(35pt holo field on a 45pt model that is most likely to die anyways?thats crazy!)

And put in some extr dire avengers and piss your friends off by double bladestorming

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
Regular Dakkanaut




ive looked over swarmers nid list and a question came to mind...what point value games do you play, mainly because it does make a difference.

other than that heres my 2 cents:

your farseer needs a quick change...guide is a good power but fortune is better. run your farseer and warlocks together and fortune them each turn...if you do that then you can change your warlock power conceal for embolden. also drop the runes of witnessing unless you know your gonna be playing against shadow of the warp(i think thats the one?)...and toss them in a serpent for a quick unit disruption.

also toss your banshees in a serpent and have them travel along side your warlocks...you can drop vectored engines from your vehicles unless you actually find a use for them...personally i think its a waste of points. as for your vipers...do you keep them separate units or all in one unit, honestly i would keep them separate and if you still have the bits put bright lances on them. and yes i know its a single shot but its a str 8 weapon and will help deal with monstrous critters. and drop the star engines also...if your not shooting with your vipers then your doing something wrong.

do you play alot of objective games? if you do then i would keep a unit of 5 avengers in reserve for close objective grabbing...if not then screen both avenger squads with your guardians, so they can survive a bit longer. also try to keep your avatar near them for a counter assault unit if needed.

and finally, i hope you outflank with your lone war walker...otherwise its just askin to be shot, or at least do your best to keep it in cover.
   
Made in us
Fresh-Faced New User





I wish there was a good way to get around my friends frontline tervagons... he starts with those then deepstrikes Trygons right behind my tanks, compleatly splitting up my firing and effectivly closing his pandemic maw around my army... total sob story right there

Craftworld T'sui 1721pts. 
   
Made in us
Longtime Dakkanaut





US

With this setup there really isn't any way to effectively counter that 100% of the time. You'll have to mech up harder to really give a nid swarmer the finger with all units in Serpents.

Best thing you can most likely to what you probably already are, deploy the guardians into cover with avatar nearby. Keep your tanks into position to scatter when the big nasties come out. Oh and pray the dice gods are with you ;D

Next purchase should be 2 Serpents.

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Made in us
Fresh-Faced New User





lliadon wrote:ive looked over swarmers nid list and a question came to mind...what point value games do you play, mainly because it does make a difference.


any where from 500 to my 1721... just played a 500 point game with one piece of cover on a 1.5' x 4' table

lliadon wrote:other than that heres my 2 cents:

your farseer needs a quick change...guide is a good power but fortune is better. run your farseer and warlocks together and fortune them each turn...if you do that then you can change your warlock power conceal for embolden. also drop the runes of witnessing unless you know your gonna be playing against shadow of the warp(i think thats the one?)...and toss them in a serpent for a quick unit disruption.

also toss your banshees in a serpent and have them travel along side your warlocks...you can drop vectored engines from your vehicles unless you actually find a use for them...personally i think its a waste of points. as for your vipers...do you keep them separate units or all in one unit, honestly i would keep them separate and if you still have the bits put bright lances on them. and yes i know its a single shot but its a str 8 weapon and will help deal with monstrous critters. and drop the star engines also...if your not shooting with your vipers then your doing something wrong.


So use my two WS for farseer/retinue and banshees DON'T use engine upgrades for the most part what guns should I take on the WS?

lliadon wrote:do you play alot of objective games? if you do then i would keep a unit of 5 avengers in reserve for close objective grabbing...if not then screen both avenger squads with your guardians, so they can survive a bit longer. also try to keep your avatar near them for a counter assault unit if needed.

Total flip of my normal tactics but works for me!
lliadon wrote:and finally, i hope you outflank with your lone war walker...otherwise its just askin to be shot, or at least do your best to keep it in cover.

Sound advice.... what I do, but always sound advice. Thank you lliadon!

Craftworld T'sui 1721pts. 
   
Made in us
Regular Dakkanaut




well if you get first turn then it shouldnt be a problem...change out guide on your farseer for fortune and have the farseer join the warlocks and cast fortune...they then have a re-rollable 4+ invuln and are able to dish out some wounds without a problem.

and as for your tanks...after your done moving your tanks...first off keep them together, then place them back to back so they cannot be hit on rear armor except in close combat. and in doing so you wont have a problem with line of sight targeting on your weapons because they are turrets and have a 360 fire arc. and as far as splitting up your firing...just target the stuff that hurts the most and work your way down. and try not to be too careless with your farseer/warlock, your avatar, and banshees as they are your more threatening stuff, just keep casting fortune on the warlock unit and keep your farseer with them and youll have a hammer unit although a small one.

and as for tactics it gets difficult with a limited model pool, but take what you know and apply it to your games. i use to play starcraft alot around 2000 and i use what i know from that and apply it to my 40k games and it generally works out for me. oh and thinking outside the box works wonders too.

EDITED:

ya terrain plays the biggest part in games...your best bet would be to get someone else to set it up for you. if not then take turns placing terrain till someone says stop

as for weapons on your ws it really depends on points...i would go with missle launchers or bright lances, because once you drop your units embarked it then turns into a dedicated fire platform and can help take care of the monstrous critters. or you can do something with good str and high rate of fire

This message was edited 1 time. Last update was at 2010/07/03 05:12:03


 
   
 
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