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Made in gb
Powerful Chaos Warrior




Northampton United Kingdom

just wondering if this list is a good build or if anyone could help me improve it im new to the forums so i hope i do this right xD

HQ
eldrad ulthran + seer council (4 locks) 1 enhance,embolden,destructor X2 spirit seer X2 1 singing spear

Asurmen

total 570

Troop
5 Rangers pathfinders upgrade 120
5 Rangers pathfinders 120

10 Dire avengers exarch diresword and blade storm 157

total 397

elite
6 fire dragons exarch firepike crack shot 110
in wave serpent shuriken cannon shuriken catapult twin linked spirit stones
120
total 230

heavy support
wraithlord eldar misslie brightlance 155
wraithlord scatterlaser starcannon 140

total 295

3 points to spare if im right

i was thinking swapping one pathfinders for scorpions with biting blade and the works but wasn't sure any advice?

thanks for any advice in advance

 
   
Made in us
Foolproof Falcon Pilot





-I think the seer council should be in a tank or on jetbikes, otherwise they can be easy targets for enemy shooting. The key to seer councils, imo, is to equip them with the mobility to strike when and where you want them to.

-Firedragons are a great choice, the exarch is just overkill though so you can save points and stick with a 5 man squad (5 should be enough to melt the face off any tank...you'd like to think anyway!)
-The firedragon transport should keep stones, great upgrade for a unit that needs to keep moving but the tank only needs one cannon as it will most likely move 12" a turn or turbo so that extra cannon is a waste.

That would save you 40 points

- The Wraithlords are great anti tank fire support so as long as you have them, might as well make them both EML/BL as they can fire every turn (unlike tanks). Other aspects of your army (DA and rangers) are enough anti troop.

-Pathfinders are great, you can save some points by keeping them just as rangers but the IGNORE all terain (not having to take difficult terrain is nice IF you ever plan on moving) and if you can't live without the ap1 on 5+.

Really, up to you but since 1500 is so tight on points I would try to squeeze them out and if they get shot at... just go to ground for that 2+ cover save and its not like one turn of shooting by pathfinders is game winning/breaking.

That could save you 48 points.

-Dire avengers are great troops, I would give the exarch the extra catapult since its a shooty unit, the Dire Sword will hardly ever come into play and the ONE time you actually wound something worth wounding they will pass their LD 10 test. You can save points and still have the same shots by having 9 dire avengers with the exarch and extra gun on him (I know, min maxing and not needed, I generally would just take a 10 strong squad).

More on the troops later.

What do you plan on doing with Asurman? Just like him and fluffy? For his points you might be better off taking just yriel and more warlocks and or allow you to get a tank for the seer council.

What do you plan on doing with your units, how do you think they work together? It seems like you want a kind of hybrid mech list or something?

Jesus Christ changed my life, He can do the same for you!

My gaming blog regarding Eldar and soon to be CSM:Thousand Sons: http://yriel.blogspot.com/

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Made in us
Hurr! Ogryn Bone 'Ead!






I'm not too big on asurmen... Remind me why he's worth 230 points? The seer council needs either jetbikes or a transport of some kind, I personally like falcons (holo-fields are pretty nice) but a wave serpent would do fine. If you put the warlocks on jetbikes then drop Eldrad (he's a little pricey for 1500 points) and put a farseer on a bike. The only power he would need is probably fortune if he's with the jetbikes.

 
   
Made in gb
Sneaky Striking Scorpion





South Africa

Alphacerberus wrote:just wondering if this list is a good build or if anyone could help me improve it im new to the forums so i hope i do this right xD

HQ
eldrad ulthran + seer council (4 locks) 1 enhance,embolden,destructor X2 spirit seer X2 1 singing spear


Below 1850 points Eldrad is a but expensive. He is amazing, but costly. Rather swap him to a normal Farseer with Doom & Rowar, or add spirit stones and use fortune(good to protect the council) or guide.As previous poster mentioned you want your Council to engage on your terms, so they need mobility. Jetbikes, transports etc...

Alphacerberus wrote:
Asurmen


I quite like Asurmen, but he doesn't have a place if you already have an exarch in your DA squads. So either drop the exarch from your DA's and add him so you have all the exarch powers and a nice invul save with a power weapon. Or drop him completely. Something I found is that more than 1 HQ at 1500 points is a bit overkill.

Alphacerberus wrote:
Troop
5 Rangers pathfinders upgrade 120
5 Rangers pathfinders 120


I personally love the ranger/pathfinder unit. Just the idea of snipers and surpressing fire is very cool. But you might notice they aren't as killy as you expect. They can pick of MC's occasionally but don't really help against any of the horde armies. Drop one of the two units. Keep one and you can keep them on a backfield objective, and shoot at selected targets. Only issue is if an opponent deepstrikes on top of them they aren't very good at protecting themselves in CC so you need have a way of protecting them.

Alphacerberus wrote:
10 Dire avengers exarch diresword and blade storm 157


Excellent Troop choice, refer to the notes posted about Asurmen. I would give them a Wave Serpent for Mobility. Drop the Diresword from the Exarch if you do keep him. Let your farseer/eldrad doom the unit you are going to be shooting at and bladestorm them. /killy

Alphacerberus wrote:
6 fire dragons exarch firepike crack shot 110
in wave serpent shuriken cannon shuriken catapult twin linked spirit stones


As mentioned the exarch is overkill on these guys. You should be able to kill anything if they get into melta range. The exarch would be a waste of points.

Alphacerberus wrote:
wraithlord eldar misslie brightlance 155
wraithlord scatterlaser starcannon 140


StarCannon is actually very bad. Even though it looks good. I would drop the Cannon and maybe give him a Wraithsword to increase CC abilities. Or place another EML on him. EML is anti-tank and anti-unit (Krak, Plasma). And P.S Wraithlord is my favorite model in all of 40K.

Alphacerberus wrote:
I was thinking swapping one pathfinders for scorpions with biting blade and the works but wasn't sure any advice?


Try to use 1 troop for every 500 points used. If you are dropping a pathfinder unit, make certain you replace it with another troop so that you can still score in objective games. Considering that your pathfinders can be wiped out very easily(deepstrike, 50% casualties...), you might end up losing because you can't score.

Do you know what you want your List to do? Seems like you are leaning towards Shooty. You have a mixed foot and Mech list. It CAN be successful but even harder to pull off than either of the lists that are focused. So if you are going to Mech-Up run only quick units and transports. If you are going to slog, get many cheap units. Problem you will notice with this list is that your Firedragons will always be on their own and the rest of your army can never catch up.

This message was edited 2 times. Last update was at 2010/10/08 06:44:08


War is my master; Death my mistress - Maugan Ra 
   
Made in gb
Powerful Chaos Warrior




Northampton United Kingdom

thanks for advice so far this list was built mainly around the wraithlords i was thinking using them as a distraction that has to be dealt with otherwise they will tear up whatever they can get to seer council is used as a empowerment guide/fortune etc

while i have a counter strike dire avengers for infantry (asurmen is there try to be hidden just to rip up anything the dire avengers can't handle since he removes anything thats not a vech from play with his dire sword and the fire dragons to rip open tanks that could damage the wraiths

also i picked a range of weapons for both wraiths since one is anti infantry from swarm (scatter laser) to terminators (starcannon) the other is mainly back up tank killer and infantry incase (eml)

ill try dropping the fire dragon exarch and knock down eldrad to a farseer also ill lose blade storm as asurmen gives the squad it anyway so that should give me enough points for a wave serpent armed with anything if i drop the cannon upgrade off the 1st i was thinking either starcannons as i have alot of terminator armies where i play or emls

This message was edited 1 time. Last update was at 2010/10/08 13:00:52


 
   
Made in us
Fixture of Dakka





Chicago

To throw in my 2 cents:

Eldrad: Great choice! He's incredibly useful. I try and take him any time I don't want a Farseer on a jetbike. But, if you need points, he's usually first on the chopping block to become a Farseer

Seer Council: Very solid unit. But, 4 Warlocks isn't enough. You need to flush them out a bit, try for 7+ warlocks, and put them on jetbikes or in a WS. Also, drop the Spirit Seer upgrade. It's just not worth it. Wraithsight isn't the end of the world. Alternatively, drop the Warlocks entirely and keep Eldrad/Farseer hidden in a WS with your DA squad. It's not as efficient, but can save points for other things.

Asurman: *sigh* He's like all of the Phoenix Lords: overpriced. Either leave him on your shelf to look cool, or use him as a stand-in for a standard DA Exarch. I've tried all the Phoenix Lords in tons of different uses and although they can be fun, they aren't worth 200+ points.

Pathfinders: I like them. They definitely can have their uses. But, I've had plenty of games where they do nothing. Try them out, see if you like them, but always be considering if they should be dropped for something else. You may want to just run 1 squad and take another DA or Storm Guardian squad.

DA: The best troop choice for Eldar (maybe tied with Storm Guardians). Don't bother with a Diresword. If they get into CC with enough guys they don't win immediately, they're already dead. The 2 Catapults is the way to go! They to put them in a WS for maximum usability.

Fire Dragons: 5 is all you need. They're a suicide squad to take out the biggest, scariest tank your opponent has, but they won't survive the turn after they kill it, so keep their points to a minimum. Upgrade their WS to a Scatter Laser if you can, but it's not a huge deal.

Wraithlord: These guys are sub-optimal (Falcons or Fire Prisms or even War Walkers are better), but still playable IMO. I like the EML+Brightlance combo, but Scatterlaser+Starcannon could be changed up. The problem with that is that you're mixing AP values drastically, so a gun is always going to be either overkill (against horde) or underkill (against FnP). I'd either run a 2nd EML+Brightlance or a Scatterlaser+Sword. If you find yourself having trouble with lots of FnP armies, run a Starcannon+Sword. Alternatively, drop these guys and take a tank

6000pts

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