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Made in us
Bush? No, Eldar Ranger




Please let me know what you think, I've got a tournament this coming weekend. Thanks!

HQ:

Farseer - Signing spear, runes of witnessing, runes of warding, doom [108]


ELITES:

Fire Dragons (6) [96]
*Wave Serpent - Twin-linked shuriken cannon, spirit stones [110]

Harlequin Troupe (7) - Shadowseer, harlequin's kiss x7 [184]

Harlequin Troupe (7) - Shadowseer, harlequin's kiss x7 [184]


TROOPS:

Dire Avengers (10) - Exarch, 2 catapults, bladestorm [152]
*Wave Serpent - Twin-linked bright lances, spirit stones [145]

Dire Avengers (9) - Exarch, 2 catapults, bladestorm [140]
*Wave Serpent - Twin-linked bright lances, spirit stones [145]


FAST ATTACK:

Warp Spiders (7) - Exarch, additional death spinner, withdraw [186]


HEAVY SUPPORT:

Fire Prism - Holo-fields [150]

Fire Prism - Holo-fields [150]


Total Points: 1750

 
   
Made in us
Esteemed Veteran Space Marine





Before I tear you a new one because you're mixing harlequins with bladestorming and what not... what models do you have the ability to prep in time?
   
Made in us
Bush? No, Eldar Ranger




Haha damn... I have pretty much every model. What should I do instead?

 
   
Made in us
Esteemed Veteran Space Marine





Well, the harlequins and warp spiders seem out of place to me. The harlequins have the veil of tears sure... but there is something to be lacking when you can get a more focused list.

The warp spiders would be so much better if their weapons were even AP 6, so they could pop transports then back out quickly, as is, they really only exceed at putting wounds on monstrous creatures in time to get out, though you could just take longer ranged weapons in lieu of them.

So, I would make these changes:

Warp spiders-
Drop them for three warwalkers with scatter lasers.

Put them behind a fire prism that you turn sideways, and have them fire away. The cover improves their durability by alot, and they have greater range over the warp spiders, as well as more shots and an AP value. I usually use them to pop transports, or put a ton of wounds on monstrous creatures/high weapon:wound ratio units, such as long fangs and platoon/company command squads.

Harlequins-
374 is alot to work with now. There are a few things you can do, the first and foremost would be to add some more troops.

I think two troops is fine for that points level, though if you're going to be bladestorming, the more the merrier, and it seems to help this list to have more troops, since they'll be getting out.

So, 297 points later and you have 77 left. Not alot of room to fiddle around with, though there are a few options, a minimum sized jetbike squad to keep in reserves and come in late game for an objective, or to jump-shoot-jump the entire game. You could add in that final dire avenger, drop the spear (since it won't come into play much anyway) and add in a triple GJB squad.

You could add in a vyper with a scatter laser and shuriken cannon to help as a tank blocker/transport popper. That battlewagon rushing ork player? I don't think he will want a vyper with seven shots in his rear, and if you neuter his lootas early on, he will need to dedicate a battlewagon, or its contents.

Helps clear out IG backfield if they seperate into a wall of chimeras coming closer, and a battery of big guns in the back. Hell, it even helps the warwalkers put wounds on squads/deal with monstrous creatures.

You don't even need to take that dire avenger unit, you could add a minimum jetbike squad or two, and some vypers for actual use, they will benefit from guide, and be able to keep up so long as you keep them in cover/out of LoS.

----------

Also, after this tournament, I would suggest trying out five man units of dire avengers in wave serpents. It is how I run them, and it helps me put in some extra goodies, and keep troops out of the 18" radius of losing-your-troops. I usually just take a council to suffer the beatings, and give them out, with some light vypers and warwalkers to pop their transports, and mop up the heaviest hitters.

---------

Whatever you do, good luck at the tournament.
   
Made in us
Bush? No, Eldar Ranger




Okay I've done some major tweaking, and I think this will be more effective. Thanks for everyone's advice, I took it all into consideration.


HQ: (All one squad of jetbikes)

Farseer - Jetbike, singing spear, runes of warding, runes of witnessing, spirit stones, doom, fortune [188]

Autarch - Jetbike, mandiblasters, power weapon, fusion gun [130]

*Warlocks (4) - Jetbikes x4, singing spears x3, embolden, enhance [209]


ELITES:

Fire Dragons (5) [80]
*Wave Serpent - twin linked shuriken cannons, spirit stones [110]

Striking Scorpions (5) - Exarch, shadowstrike, biting blade [117]


TROOPS:

Dire Avengers (5) [60]
*Wave Serpent - twin linked bright lances, spirit stones [145]

Dire Avengers (5) [60]
*Wave Serpent - twin linked bright lances, spirit stones [145]

Dire Avengers (5) [60]
*Wave Serpent - twin linked bright lances, spirit stones [145]


HEAVY SUPPORT:

Fire Prism - Holo fields [150]

Fire Prism - Holo fields [150]


TOTAL POINTS: 1749

 
   
Made in us
Esteemed Veteran Space Marine





Oldblood wrote:Okay I've done some major tweaking, and I think this will be more effective. Thanks for everyone's advice, I took it all into consideration.




-----------

I think I understand why the striking scorpions are there. Though dropping a singing spear, and the scorpions, is enough for alot of things. Three warwalkers with shuriken cannon jumps to mind, as an effective unit to put alot of wounds/results out.

Or you can just drop the scorpions for two more warlocks on bikes.

Scorpions are the only weak link in there.
   
Made in us
Furious Fire Dragon





I agree with Syphonious on the scorps.

Zain~

http://ynnead-rising.blogspot.com/
 
   
Made in us
Longtime Dakkanaut





US

I've ran the posted list, minus the scorpions, quite a few times and can tell you with full certainty you'll have mass issues if you come across a mass marines player. The list has nothing to bring down armor 3+ if in mass quantity except the prisms with will be negated by area cover and the jetbike Autauch which can be singled out in CC.

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Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Well, both lists are not really competitive.
The first list has both, foot sloggers and skimmers, and the second has minimized DA units that have no damage output.

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 au
Freaky Flayed One





Victoria, Australia

wuestenfux wrote:Well, both lists are not really competitive.
The first list has both, foot sloggers and skimmers, and the second has minimized DA units that have no damage output.


I agree with you that both lists are unfocussed and not competitive, I don't agree though that having small squads of Dire Avengers in transports as objective grabbers is a bad thing. The small DA aren't there to do the damage, any kills they get during a game are coincedental; and generally a negative symptom of "Notinatransport-itis". (10 man Blade storming squads are great, but fulfill an entirely different role to 5 man minimised squads.)

Fire Dragons and DA squads in Waveserpents and/or Falcons are great, and it is around these two transported units that almost all competitive Eldar lists are built. For your points level you probably would be interested in having two small squads of unupgraded Fragons in Serpents, you will certainly need atleast one. When it comes to troop choices a good place to start are the Dire Avenger squads, you need to decide what roles they will fill- damage or scoring- and then build them accordingly. Even with a Jetseer council small Jetbike squads in troops will be out of place.

As to the seer council, a smaller squad is probably best for 1750 points as you need enough support units to do things like pop transports and take objectives and put the smack down on units that are dangerous to your council. The jetlocks bring an awesome unit to the Eldar force, but it is important to realise they can't do everything (well not at once, lol).

As to heavy support slots it would be my recomendation to bring either Fire Prisms or Falcons. War walkers bring a lot of firepower but take up a valuable slot that an other wise very durable (with holofields) and damaging tank. And frankly I'm just downright uncomfortable having a large portion of my anti infantry fire power to be on AV 10 and relatively slow walkers. Not saying they are horrible, but in a Mechdar list there are better choices, in my opinion.

Hmmm...food for thought
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

As to heavy support slots it would be my recomendation to bring either Fire Prisms or Falcons. War walkers bring a lot of firepower but take up a valuable slot that an other wise very durable (with holofields) and damaging tank. And frankly I'm just downright uncomfortable having a large portion of my anti infantry fire power to be on AV 10 and relatively slow walkers. Not saying they are horrible, but in a Mechdar list there are better choices, in my opinion.

Well, I agree here.
However, a squadron of 3 War Walkers with shuricannons (120 pts) is a cheap unit that can be a nasty surprise for the enemy.

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
Screaming Shining Spear





Central Pennsylvania

I'll concur with the prior posters that the second list is better, perhaps trimming a few things(I'm not a fan of the Jetbike Autarch with no squad to join but the Council, could be another Doomseer to go with the DAs and points to spare), and adding another heavy support would be win.

Here is where I differ in saying that just about anything you'd put in could work here from the prior suggestions. Another heavy hitting tank is amazing, but I also agree with Wuest that a side-entering squadron of War-Walkers can really help get rid of those mechanized transports facing your main force.

Farseer Faenyin
7,100 pts Yme-Loc Eldar(Apoc Included) / 5,700 pts (Non-Apoc)
Record for 6th Edition- Eldar: 25-4-2
Record for 7th Edition -
Eldar: 0-0-0 (Yes, I feel it is that bad)

Battlefleet Gothic: 2,750 pts of Craftworld Eldar
X-wing(Focusing on Imperials): CR90, 6 TIE Fighters, 4 TIE Interceptors, TIE Bomber, TIE Advanced, 4 X-wings, 3 A-wings, 3 B-wings, Y-wing, Z-95
Battletech: Battlion and Command Lance of 3025 Mechs(painted as 21st Rim Worlds) 
   
Made in us
Esteemed Veteran Space Marine





@Farseer Faenyin
Whoa! Why would he take a doomseer for the don't-get-out-of-your-ride dire avengers? He would have to re-work his list if he wanted to use them, and he can honestly do either one. Though edit the first one if he wants to use them.

foldalot wrote:As to heavy support slots it would be my recomendation to bring either Fire Prisms or Falcons. War walkers bring a lot of firepower but take up a valuable slot that an other wise very durable (with holofields) and damaging tank. And frankly I'm just downright uncomfortable having a large portion of my anti infantry fire power to be on AV 10 and relatively slow walkers. Not saying they are horrible, but in a Mechdar list there are better choices, in my opinion.


Fire prisms do not put out more hurt then warwalkers. Aside from deepstriking FnP terminators...

So long as warwalkers are put behind tanks, they're more durable too.

They are only less durable to outflankers/deepstrikers, since more than 180 degrees doesn't give cover.

What would the better choices be? I would leave it to vypers or prisms... prisms don't have enough damage output for my liking, and vypers can't use the underslug and the main gun from behind the safety of a grav tank, save the one flight stick...

I guess it is a matter of preference, though the only downfalls of their armor is that lower strength weapons CAN hurt them. Three vehicles in cover are often tough to get.
   
 
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