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Made in gb
Fresh-Faced New User




HQ - Farseer, Fortune, doom, stones 130

Troops - 10x Dire avenger, exarch 2xcat bladestorm 272
Serpent, missile

- 10x Storm Guardians, 2 melta 244
Warlock, spear
Serpent, missile

Elite - 5x Firedragon 200
Serpent, missile

- 9x Howling Banshes 291
exarch, triskele, acrobatic, war shout
Serpent, missile

Heavy - Falcon, missile 135
- Fire Prism 115
- Fire Prism 115


1502 points



Farseer runs with the Banshees.


Any tips, suggestions?
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

I'd give the Farseer both runes if you play in a competitive environment.
I'd replace the Falcon by a Serpent with shuricannon and stones.
Generally, Serpents should have stones for survivability.

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
Furious Fire Dragon





Normally I would tout the success of my falcon, but Cannon Falcon with no holofield seems like a waste. It gets two shots of pulse laser for 135, but it's also a Chimera with no energy or holo field to keep it intact--juicy target. This time, I'd suggest dropping it unless you can arm it better (EML or BL... or my least favorite, but some people like Scatter with underslung cannon)

Your serpents need stones or your mobility will suffer and when you reposition, your enemy can pick off the stunned/shaken tanks piecemeal.

The farseer would probably benefit from both runes as Wuest said. Even if you don't play every day against psykers/psychic defenses, trust me when I say that in competitive play you'll find them everywhere.


Zain~

http://ynnead-rising.blogspot.com/
 
   
Made in gb
Wicked Warp Spider






I would definitely take runes of warding on the farseer. I consider this upgrade more important than any of his actual powers!

I do not believe that tanks need spirit stones at all, you are far more likely to be destroyed or immobilised outright than you are to be stunned and derive some benefit from them.

I don't really think assault units work well in wave serpents, I would take the banshees out for another troops unit, or another fire dragon unit and a 5-man DA unit to ride in the falcon and take objectives.

Eldar Corsairs: 4000 pts
Imperial Guard: 4000 pts

Corregidor 700 pts
Acontecimento 400 pts 
   
Made in hr
Screaming Shining Spear






Runes of Warding, yes, definitely, don't leave home without one.

I strongly disagree about the spirit stones, however. With them the only way the opponent stops you from moving is 4-5-6. So 50/50 chance. Why make it even worse on yourself, when your troop choices absolutely must keep moving in a mech eldar list. But that in itself is not the real reason to take spirit stones. I can't count the number of times I was assaulted/fired upon, got a stunned/shaken result(thanks to Spirit stones, I just couldn't shoot next turn) on my Serpent and whisking away 24" on my turn, getting far away from assaulting units and getting a 4+ cover save in the process.

If that wasn't enough, contesting objectives is a valuable part of the Eldar strategy. You don't want to be caught immobile on the bottom of turn 5, with no way to reach an objective that is sitting 18" away from you. There are many more examples of why stones are so important, but needless to say, those 10 points per transport often win you games. I don't consider them optional on Wave Serpents. Prisms/Falcons can live without them, though.
   
Made in us
Furious Fire Dragon





Araenion wrote:Runes of Warding, yes, definitely, don't leave home without one.

I strongly disagree about the spirit stones, however. With them the only way the opponent stops you from moving is 4-5-6. So 50/50 chance. Why make it even worse on yourself, when your troop choices absolutely must keep moving in a mech eldar list. But that in itself is not the real reason to take spirit stones. I can't count the number of times I was assaulted/fired upon, got a stunned/shaken result(thanks to Spirit stones, I just couldn't shoot next turn) on my Serpent and whisking away 24" on my turn, getting far away from assaulting units and getting a 4+ cover save in the process.

If that wasn't enough, contesting objectives is a valuable part of the Eldar strategy. You don't want to be caught immobile on the bottom of turn 5, with no way to reach an objective that is sitting 18" away from you. There are many more examples of why stones are so important, but needless to say, those 10 points per transport often win you games. I don't consider them optional on Wave Serpents. Prisms/Falcons can live without them, though.


Exactly. I usually get popped if assaulted, but when I survive, I usually turbo-boost to leave my opponent outstretched while I reform and refocus fire. I mean, not EVERYthing needs stones, but Falcons/Serpents do. I use them on my Prisms even though I realize some people think 60" range guns means you should never get hit. That's naive. They will get hit. It's underestimating your opponent to think otherwise.

Zain~

http://ynnead-rising.blogspot.com/
 
   
Made in hr
Screaming Shining Spear






Yes, I keep hearing this thing about Prisms staying out of range...I don't know what table size people play on, but on the usual 4x6 table, 48 lascannon range in the midfield is enough to shoot at either side of the table and on every corner, cover notwithstanding.

I suppose they are refering to first turn shooting, in which case that's true, they likely won't get hit. Prisms seem to be considered alfa strikers by many Eldar players, mentality I personally don't agree with. But be that as it may, the reason spirit stones aren't so important on them and to a lesser degree on Falcons is that they aren't as likely to get assaulted, so that moving 7+ inches isn't as vital as it is for the Serpents.
   
Made in gb
Fresh-Faced New User




Runes sounds like a good idea, I'll be mainly fighting SM, CSM and orks. Both marine armies will have psyker support.

On the issue of stones on the serpents, from my own personnal experience i usually get weapon destroyed or a straight out death rather than getting stunned/shaken (but thats proberbly just lucky rolling on my part)

What would be dropped from the list to free up the points for stones and runes though? i suppose i could shrink the banshee squad but I'm not sure how effective they'd be with less numbers.
Maybe drop the falcon and replace with cheap vypers?
   
Made in us
Furious Fire Dragon





With doom, you can afford to drop banshee squad size to 7-8 easily without noticing a difference in efficacy. You will likely insta-gib most squads if they are doomed. (barring large deathstars.)

Zain~

http://ynnead-rising.blogspot.com/
 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

I would definitely take runes of warding on the farseer. I consider this upgrade more important than any of his actual powers!

Have you battled the new Nids with an assault based unit (Council in my case)?
Then you need both also RoWit as they cancel 'shadows of the warp'.

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 gb
Wicked Warp Spider






Sorry, I still don't agree about spirit stones. They will come into effect on 1/6 of all glancing or penetrating hits.
On a normal penetrating hit, 3/6 possible outcomes make the upgrade completely useless (wrecked or immobilised) and 2/6 ignore the stones' effect.

It just doesn't make any sense to ensure against 1 of the vehicle damage rolls, when the rest will still kill you.

Eldar Corsairs: 4000 pts
Imperial Guard: 4000 pts

Corregidor 700 pts
Acontecimento 400 pts 
   
Made in hr
Screaming Shining Spear






It's not about 1/6 chance to spring the stones into action, it's about your opponent having less chance to keep your transports from moving. The way I play Eldar, mobility is far more important than any kind of firepower on my Serpents. Your mileage may vary, all I can say that for me, they have so far been worth their points and then some.
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

I second Araenion here.
Its not a 1/6 chance. The chance is much higher when the Serpent gets a glancing hit.

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 gb
Wicked Warp Spider






wuestenfux wrote:I second Araenion here.
Its not a 1/6 chance. The chance is much higher when the Serpent gets a glancing hit.


? No, it's not. It's still 1/6. There is a 3/6 chance to be shaken, which is in no way affected by spirit stones.

I know I'm not really going to change anyone's mind here. But basically, several tanks (with their 10-point upgrade) are going to be blown up or immobilised for every one that actually benefits. When you're taking them on more than 1-2 vehicles, these points add up, and I would rather cut the upgrades altogether, thus being closer to another unit in the army.

Eldar Corsairs: 4000 pts
Imperial Guard: 4000 pts

Corregidor 700 pts
Acontecimento 400 pts 
   
Made in us
Furious Fire Dragon





IBTHE:

Glancing hit is -2 on the chart, so rolling a 4 gives you a two, modified to 1. That's a 5/6 chance of still being able to move as Araenion said earlier only an immobilize will stop you (6 mod to 4)


Zain~

http://ynnead-rising.blogspot.com/
 
   
Made in gb
Wicked Warp Spider






Yeah . . . a 5/6 chance to be able to move, as opposed to a 4/6 chance, which I don't consider worth it at all.

Eldar Corsairs: 4000 pts
Imperial Guard: 4000 pts

Corregidor 700 pts
Acontecimento 400 pts 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

But just in case one of your Serpents cannot move, it can eventually be targeted in cc.
This could cause grief.

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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