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![[Post New]](/s/i/i.gif) 2010/07/16 06:31:31
Subject: 2000 pt Eldar List
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Fresh-Faced New User
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I'm fairly new to 40K and started playing my friend's old Eldar army. We usually play 2000 pt battles. I have been keeping the walkers in cover, using fortune and guide on them. Fire Dragons popping armor. Storm Guardians hosing infantry with flamers. Total Point is 1994 for the list below. Let me know what you guys think about what I'm fielding.
HQ
Farseer: Spirit Stones, Fortune, Guide
Troops:
Storm Guardians x10: 2 flamers and 1 warlock with destructor
Wave Serpent: EML
Storm Guardians x10: 2 flamers and 1 warlock with destructor
Wave Serpent: EML
Storm Guardians x10: 2 flamers and 1 warlock with destructor
Wave Serpent: EML
Elites:
Fire Dragons x6
Wave Serpent: EML
Fire Dragons x6
Wave Serpent: EML
Fire Dragons x6
Wave Serpent: EML
Heavy:
Nightspinner x2: Holo-field
Warwalker x3: 6 Scatter Lasers
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![[Post New]](/s/i/i.gif) 2010/07/16 06:36:31
Subject: 2000 pt Eldar List
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Esteemed Veteran Space Marine
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msd553 wrote:I'm fairly new to 40K and started playing my friend's old Eldar army. We usually play 2000 pt battles. I have been keeping the walkers in cover, using fortune and guide on them. Fire Dragons popping armor. Storm Guardians hosing infantry with flamers. Total Point is 1994 for the list below. Let me know what you guys think about what I'm fielding.
HQ
Farseer: Spirit Stones, Fortune, Guide
Troops:
Storm Guardians x10: 2 flamers and 1 warlock with destructor
Wave Serpent: EML
Storm Guardians x10: 2 flamers and 1 warlock with destructor
Wave Serpent: EML
Storm Guardians x10: 2 flamers and 1 warlock with destructor
Wave Serpent: EML
Elites:
Fire Dragons x6
Wave Serpent: EML
Fire Dragons x6
Wave Serpent: EML
Fire Dragons x6
Wave Serpent: EML
Heavy:
Nightspinner x2: Holo-field
Warwalker x3: 6 Scatter Lasers
I like it, solid list, just dropping two dragons for runes of witnessing and warding would help you out though....
Five dragons is usually enough for me to take out a land raider, just don't be ballsy enough to try it if you won't be in melta range, or they popped smoke.
That, and since you have two powers a turn, you have a likely chance to fail fortune and guide quite a bit.
Runes of warding just helps against most armies, if you only play one opponent, who doesn't have access to psykers, leave it at home sure, though alot of competitive builds out their have psykers. That, and psykers anywhere scare me if I am not properly equipped.
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![[Post New]](/s/i/i.gif) 2010/07/16 09:18:28
Subject: 2000 pt Eldar List
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Ladies Love the Vibro-Cannon Operator
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Looks quite good.
I'd give the Farseer both runes if you play at the competitive level.
For this, you could drop the Nightspinners' holofields.
This would give you some points to add some stones to the Serpents.
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This message was edited 1 time. Last update was at 2010/07/16 09:19:05
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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![[Post New]](/s/i/i.gif) 2010/07/16 10:07:36
Subject: 2000 pt Eldar List
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Eternally-Stimulated Slaanesh Dreadnought
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msd
I think you have a good basis for a list here's my thoughts:
as an eldar player you have three things going for you: your psykers, your transports, and your elites choices are all awesome. I see youre taking alot of transports and elites but only 1 farseer. I'd run eldrad he's a bargain for what he is. the melta/flamer combination looks good. war walkers with scatter lasers are also very killy. You might consider throwing in somebody whose a killer in close combat. you have so much short range shooting that youve got to expect to be fighting up close eventually but it seems like no one in the army is all that great at it. once your fire dragons get charged you'll want a way to get them out by counter-charging.
It looks to me like you've got a pretty good grip on the army but I only know what Ive learned playing against them, since I do not play them myself...
AF
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![[Post New]](/s/i/i.gif) 2010/07/16 11:00:24
Subject: 2000 pt Eldar List
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Longtime Dakkanaut
New Zealand
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@ Abaddon - Any time Fire Dragons get out of their transports they should/will either a) turn absolutely everything in front of them that is dangerous into slag and then get back in/run away, or more commonly b) turn the Land Raider/MC/other big nasty thing you want dead into slag and then die a horrible painful death next turn. Basically investing in some form of countercharge unit/character (character is an even more terrible idea with T3 in combat) is not really worth it, you either completely wipe out any threat to them and continue on as before, or the unit gets wiped out in a single turn (shooting or assault, doesn't matter they are still dead) and you just keep shooting everything to death because they aren't locked in combat. Taking Eldrad can be helpful and anything above 2000pts I would definitely recommend him, mostly as it means you can run and Autarch and still get plenty of psychic powers, but in a fully mech list which has no intention of being in combat he isn't being used to his full potential. As mentioned Warding is a must if you plan to use this at a Tournament, Witnessing isn't really needed unless you are running a JetCouncil imo, it saves you against Nids (although apparently you are fine if you are in a transport) or other Eldar (as you absolutely have to get Fortune up or your army falls over). Mech lists aren't totally reliant on getting passing those psychic tests, they simply become more powerful if they do. I think you have more than enough anti infantry firepower, the only trick is that the most potent part of it is brought by your very fragile troops which you risk dying and potentially losing you the game if you actually use. On the the other side of things you could really use a couple of Bright Lances in the list to bolster your anti tank a bit. I tend to find Scatter Lasers + Bright Lances work well together, Scatter can take out AV11 very well and still glance AV12 transports (which basically means Chimeras, and a glance is usually enough with them as it stops them firing) and against anything heavier the Bright Lance is better than the EML. Obviously having 3 squads of Fire Dragons should let you deal with most heavy armour, but more often than not the fact that you have to be right in their face to kill them will put you at a disadvantage. First notably problem I can see it where to put the Farseer. You don't want him in the Fire Dragon Serpents as they are usually the first to die, but putting him in a Storm Guardian Serpent means they won't function as effectively as normal because they have to hang back if you want to Guide the Walkers (Walkers are slow + 6" range). Normally I find the best place for him is a loaded up Dakka Falcon with DAVU, it can hang back and Guide things (itself included) and is still scoring. Failing that a DAVU Serpent with Bright Lances or EML would work as well. Those War Walkers could be problematic for you though as they are slow compared to the rest of your army and are realistically the only unit in this list which can actually get anything benefit from Guide (all the skimmers are twin linked anyway, the flame templates can't use it and the only way to Guide the Fire Dragons would be for the Farseer to ride with them which is a bad idea). I wouldn't bother Fortuning them tbh, its not really going to save them against focused shooting, at this points level most armies can drop or completely cripple them in a single round of shooting even with Cover. You would however really benefit from Doom instead of Fortune, it makes those flamer squads really nasty (to the point you can actually threaten Marine units) and helps your entire army rather than just a single unit. You really don't need Night Spinners in this list, they are a pretty terrible choice in just about any list anyway, but if you can't kill enemy infantry with all those flamers, EML and massed Scatter Laser fire then you are doing something wrong. On the other hand you could do with some more ranged anti tank/heavy infantry shooting which Fire Prisms do for the same points and as a bonus can still do the anti infantry side of things almost as well. Anyway my recommendations would be to drop the weaponry on the Fire Dragon Serpents to Scatters and take Spirit Stones on all of them (so you can get out of dodge the turn after you drop the Fire Dragons off). Remember that these Serpents are both the most likely to die and the most likely to be moving too fast to shoot, so don't put the best weaponry on them. Farseer needs Doom rather than Fortune, Warding if this is an all comers list. Drop the Night Spinners and take 2 naked Prisms. Drop a single unit of Storm Guardians, take a DAVU unit instead and have the Seer ride with them (and hang back with the Walkers), upgrade a couple of these troop transport to Bright Lances if you can find the points. This should means you have at least one safe scoring unit without worrying too much about the Guardians dying. Ideally I would suggest a Falcon for this backfield unit, but that would require a major reworking of the list (as you wouldn't be able to fit 2 Prisms + a Falcon, and a single Prism won't work anywhere near as well as 1, which means you would need Vypers to get the mass S6 shooting in place of the Walkers). If you can find the points take an Autarch as well (give him a Fusion Gun and thats it), it will save you against lists which can blast you off the board in the first two turns.
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This message was edited 2 times. Last update was at 2010/07/16 11:06:20
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![[Post New]](/s/i/i.gif) 2010/07/16 11:21:55
Subject: 2000 pt Eldar List
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Eternally-Stimulated Slaanesh Dreadnought
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well power on that theory I dont know what hes going to do about armor after he's smoked his first 3 targets. if he's trading 1 for 1. If the fire dragons are suicide units the squads are too big. 4 meltaguns is plenty.
AF
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![[Post New]](/s/i/i.gif) 2010/07/16 14:28:42
Subject: 2000 pt Eldar List
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Stoic Grail Knight
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don't get me wrong, I love both the Eldar Missile Launcher, AND Storm Guardians to death, but
I think you should swap the Dragon wagons down to Shuriken cannons and spirit stones. That keeps their serpent 10 points cheaper, and allows them to keep moving even with a stunned result, they still have s6 which isn't bad shooting at things like trukks, and the short range is mitigated since they'll usually be turbo boosting towards enemy tanks. Also giving an anti infantry gun to a dragon wagon helps lower their target priority.
I also think you should find the points to swap a squad of Storm Guardians for Dire Avengers with 2 catapults and bladestorm. The two units actually have excellent synergy with eachother. All your anti infantry is tied up in flamers, which means your opponents will be spreading out as much as possible (usually meaning out of cover  ) A unit of Dire Avengers gives hordes a damned if I do damned if I don't situation. Bunch up in cover and get toasted, or spread out and eat a bladestorm with no cover save.
I also second finding the points for grabing runes of warding and witnessing on your farseer, to ensure that those powers go off, and enemy psychers kill themselves with an awesome 40% chance of perils.
I'm not sure if holofields are worth it on your night spinners, since they don't need line of sight unlike prisms or falcons which must have line of sight to shoot. You could use those 70 points for upgrades for sure.
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![[Post New]](/s/i/i.gif) 2010/07/16 18:25:37
Subject: 2000 pt Eldar List
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Fresh-Faced New User
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Appreciate the input guys, all good recommendations. I know people do not like the nightspinners but i play against an ork army that likes his kan wall. I think if he is rolling 30 dice for the difficult/dangerous terrain check there will have to be some 1s in there and S6 large blast seems pretty good to me.
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![[Post New]](/s/i/i.gif) 2010/07/16 21:29:43
Subject: Re:2000 pt Eldar List
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Longtime Dakkanaut
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Night spinners are good, I give them a thumbs up. As others have said you definitely want RoWarding, but unlike IS said RoWit are not needed. I would hardly call a 8.3% chance to fail a lot and neither of those powers are army breaking to this list if they fail.
If you play orks w/ kan wall a lot then this list will serve you beautifully, though not much fun is full on metaing someone unless he is doing the same vs you.
If you plan to go competitive then swap the fire dragon serpents to Scatter lasers to give yourself diversity and look into a different troop beyond guardians. Storm flamer spam is decent but against +3 armor you better pray you roll good and your opponent rolls bad. Even if you manager to hit all 10 of a SM squad with all three flamers plus hit and fire all Catas your only looking at ~6 statistical wounds. 4 SM will kill a 11 man guardian squad. Against orks of course you'll flatten a whole pile of boyz.
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![[Post New]](/s/i/i.gif) 2010/07/17 03:57:46
Subject: Re:2000 pt Eldar List
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Esteemed Veteran Space Marine
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BlueDagger wrote:Night spinners are good, I give them a thumbs up. As others have said you definitely want RoWarding, but unlike IS said RoWit are not needed. I would hardly call a 8.3% chance to fail a lot and neither of those powers are army breaking to this list if they fail.
Never said army breaking. He is casting a spell twice a turn, so that is a 16.6% chance per turn. Six turns in a game... so either a turn of vulnerability, or one less melta gun.
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