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Made in au
Fresh-Faced New User





thanks to dakka user dayve110 ( an experienced eldar player), he made me a list of 1k eldar army with the full use of my battle force..(yes! i am new to warhammer)
i think it sounds really good after he explaining how everything works. i just want to get a bit more feed back for all of you before i start the army
thanks
for people who forgot: eldar battle force contain-
10 guardian with supporting plateform
5 dire avenger (include exarch)
1 war walker
1 wave serpent

so this is his list:
Farseer --- Runes of Witnessing, Spirit stones, Doom, Guide = 125
Guardians --- x10, EML = 100
Dire Avengers --- x10, Exarch, Twin catapults, Bladestorm = 152
Wave Serpent --- TL-SC, Spirit stones = 110
Fire Dragons --- x5 = 80
Wave Serpent --- TL-SC, spirit stones = 110
War Walker --- x3, SL x6 = 180
Warp Spiders --- x5, Exarch, death spinner, Withdraw = 142
Total = 999

how do you guys think? in terms of effectiveness and all
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Well, the list looks quite good at first sight.
I'd take War Walkers with shuricannons to save points.

Former moderator 40kOnline

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Chicago

I've never been a big fan of Warp Spiders. I'd suggest dropping them and re-working a few things to fit in a tank.

6000pts

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I like it. I'm kinda the opposite of Grakmar, I love Warp Spiders, I find that they can be incredibly infuriating to the enemy when used properly. Might even go so far as to consider dropping the SLs on the war walkers to Shuricannons and picking up two more spiders.


Alternatively, there was a post on the tactics forum a little while back comparing SL to Star Cannon probabilities, and the cannons prove to be more effective against virtually everything.

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Stoic Grail Knight






Yendor

a point to consider, is that dire avengers come in boxes of 10, and the battle force comes with 5. it can be annoying to get the right number of Avengers if you don't want extras. From a strictly economic viewpoint, purchasing a falcon to put them in works fairly well.

I also like warp spiders, but I'm not sure if this is the right point level for them, as they are quite expensive per model. I'd use their points to grab a wave serpent for your defenders so they can escape from trouble.

Xom finds this thread hilarious!

My 5th Edition Eldar Tactica (not updated for 6th, historical purposes only) Walking the Path of the Eldar 
   
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San Diego

eldar_lenn wrote:
so this is his list:
Farseer --- Runes of Witnessing, Spirit stones, Doom, Guide = 125
Guardians --- x10, EML = 100
Dire Avengers --- x10, Exarch, Twin catapults, Bladestorm = 152
Wave Serpent --- TL-SC, Spirit stones = 110
Fire Dragons --- x5 = 80
Wave Serpent --- TL-SC, spirit stones = 110
War Walker --- x3, SL x6 = 180
Warp Spiders --- x5, Exarch, death spinner, Withdraw = 142
Total = 999

I would drop the Warp Spiders, drop the Farseer down to having just Guide and Runes of Warding, swap the EML on your Guardians to a Scatter Laser, and use the extra points to throw a unit of Striking Scorpions in. The list would look like this:

Farseer (Guide, Runes of Warding, Singing Spear) - 90
5 Fire Dragons - 80
Wave Serpent (TL Shuriken Cannon, Spirit Stones) - 110
9 Striking Scorpions (Exarch, Scorpions Claw, Biting Blade, Stalker) - 181
10 Guardians (Scatter Laser Platform) - 95
10 Dire Avengers (Exarch, Twin Catapults, Bladestorm) - 152
Wave Serpent (TL Shuriken Cannon, Spirit Stones) - 110
3 War Walkers (6x Scatter Lasers) - 180
Total 998

My reasoning is this. Spending so many points on your HQ at such a low points level can really cut into your body count and overall firepower. I would not take two powers on your Farseer below 1,500 points. Additionally, Runes of Witnessing actually INCREASE your chances of getting a Perils of the Warp attack (I can do the math if you must see it, but it's been done several times). Runes of Warding are a much better choice since they are the single most effective psychic defense in the game. With the over-abundance of Rune Priests and Fear of the Darkness Blood Angels lists, taking some form of psychic defense is a prudent choice. Of the powers that you took, Guide will benefit you the most since you are taking War Walkers who really need it to be effective. Doom would be a great choice as a second power at a higher points level.

Your list completely lacks melee capabilities, and Striking Scorpions make an excellent counter-assault unit. In addition they are extremely effective against Imperial Guard gunlines and other horde lists like Tyranids and orks. They can support your Guardians while holding your home objective or move up through cover to attack static shooting units. They will be far more effective in this list than Warp Spiders who are extremely expensive for what they do. I had an extra few points left over so I gave the Exarch a Biting Blade as well as the Scorpions Claw, which allows you to use the fist against MEQ's or attack at a higher initiative against targets with lower armor saves.

The Scatter laser is a much better choice for Guardians than the EML. Their low BS makes the scatters unpredictable when firing Plasma Missiles, and unreliable when firing a Krak Missile as anti-tank. 4 shots at strength 6 helps make up for this, and can be used as anti-infantry and to harass opponents light vehicles (Land Speeders, Rhinos, etc...). It's also 5 points cheaper.

Other than the single unit switch all I've done is re-organize your points a bit and make some weapon swaps. As always this is just how I would build the list so feel free to use what you want (if anything) and scrap what you don't. Hope that helps!

This message was edited 1 time. Last update was at 2010/09/14 23:25:50


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Made in hk
Alluring Mounted Daemonette





Melbourne

for bigger games, a must have unit for eldar is
eldrad, seer council, wave serpant transport
destroys anything it comes across

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