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Made in us
Fresh-Faced New User




This is my planned 1000 point Eldar list, I'm planning Mechdar because I love the concept and flavor, it doesn't hurt that it's pretty strong as well

The basic idea is to cover all my bases offensively so that I win out in mobility. There's a Jetbike Council for assault dominance, two Wave Serpents full of Dire Avengers to shred troops and take objectives, and a trio of War Walkers for heavy fire.

HQ
Farseer 55 [115]
-Jetbike 30
-Fortune 30

Warlock 25 [60]
-Jetbike 20
-Enhance 15

2x Warlock 25 [110]
-Jetbike 20
-Destructor 10

Troops
10x Dire Avengers 12 [120]

10x Dire Avengers 12 [120]

Elites
2x Wave Serpent [270]
-Bright Lances


Heavy Support
War Walker 30 [70]
-Starcannon 25
-Scatter Laser 15

War Walker 30 [70]
-Starcannon 25
-Scatter Laser 15

War Walker 30 [65]
-E. Missile Launcher 20
-Scatter Laser 15

Points: 1000

Anti-tank: Bright Lances can pop Land Raiders, and two should be enough for 1000 point games.
Anti-power armor: Starcannons on the Outflanking War Walkers have 6 AP 2 shots, plus the EML.
Anti-Infantry: Dire Avengers were made for shredding infantry, packed in Wave Serpents is a plus on this.
Assault: Bike Council, with Fortune, Destructors before the charge, bike armor saves, and Enhance...
Ranged shooting: War Walkers, but they are probably not going to last long, so iffy
Mobile shooting: Bright Lances off the Wave Serpents can one-shot a lot, but also iffy
Flexibility: Dire Avengers in Serpents can objective dash and hunt, others are malleable
Resilience: Troops are mech'd so better than foot, Farseer has Fortune, walkers are stupid weak
Synergy: Lots of mobility, great at covering bases in terms of targets, so it should function together

The weaker points ended up being: ranged and mobile shooing, and resilience. Eldar aren't the toughest bunch anyway, and this list does relatively ok, and ranged only falls through once the Walkers are gone, which is easy to do but not necessarily a guarantee, especially with Outflank. Mobile shooting is actually not that bad either, given that the Dire Avengers do have dedicated transports.

The glaring issue is lack of models. This list is light on its feet, but also light on bodies. If I'm beaten to the punch, I'm not sure how this list will manage. I also am not sure my weapons choices on the War Walkers are best, I think it does what I want it to though.

Thoughts? Advice? And this is my first post so don't expect me to be an expert haha

I think the list covers its bases, what do you guys think?

(oh and if my information or formatting is off I'll fix it)

This message was edited 2 times. Last update was at 2010/12/03 03:53:03


 
   
Made in us
Esteemed Veteran Space Marine





I completely agree with this army except for one thing.

Warwalker weapons.

Walkers aren't stupid weak.

Either outflank them, and throw scatter lasers on them, or walk them up benefiting from cover behind a wave serpent... with scatter lasers.

One warwalker can easily tie up an infantry unit without krak grenades for a game, 8 S6 shots is enough to put a decent amount of wounds on one unit, or outflank shoot and assault a tank. (Hopefully breaking it!)

Just stick with pure scatter lasers and you will be fine, they have enough shots to make marines roll over, and enough strength to pop transports. (Horrid abundance of cover anyway)
   
Made in us
Fresh-Faced New User




I switched up the weapons, I think this configuration is waaaay stronger already, gone is that lone shuriken cannon, and now they all have scatter lasers, drastically increasing the number of shots.

I still have 2 starcannons and an EML so i think that change is all for the better

The list in the OP is the current and correct list.

This message was edited 1 time. Last update was at 2010/11/30 01:21:30


 
   
Made in us
Fresh-Faced New User




I'm considering changing my Heavy Support allocation from what it currently is to this:


Heavy Support:
War Walker 30 [50]
-Shuriken Cannon 5
-Scatter Laser 15

War Walker 30 [50]
-Shuriken Cannon 5
-Scatter Laser 15

3x Dark Reaper 35 [105]


That's 14 total shots coming out of the Outflanking War Walker unit, and now 6 S5 AP3 shots coming from 48". The Reapers provide long range power-armor killing fire, and the War Walker unit still makes a lot of shots.

Thoughts? Is this a good idea or a bad change?
   
Made in us
Growlin' Guntrukk Driver with Killacannon






I like the other War Walker. You will see how amazing 2x Scatter Lasers are a piece once you run them. Not to mention the Theme is a lot cooler than having random Dark Reapers in there.


 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

I'd consider War Walkers with shuricannons, they are cheap and effective at this point level.
Dark Reapers have no place in a mech list.

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
Ultramarine Chaplain with Hate to Spare





Yeah don't go near the Dark Reapers. I swap the Warwalkers for shurikens cannon or scatter lasers.

I'd get more anti-tank. 2 BL shots doesn't really cover it at this point level. Going all Scatter Laser on the Warwalkers would help cover that but I'd personally try to find room for Fire Dragons. I'm just not convinced by such a small council even at this point level.

Take the Magic: The Gathering 'What Color Are You?' Quiz.

Yes my Colour is Black but not for the reasons stated mainly just because it's slimming... http://imperiusdominatus.blogspot.com 
   
Made in us
Fresh-Faced New User




I'm considering redoing the list as follows, taking out the bike council for a third wave serpent dedicated to a squad of fire dragons. All the serpents would have twin-linked scatter lasers now, and the war walkers would have a scaled down weapon set for maximum number of shots. The Avatar replaces the council as the CC expert, he's on foot and will be a target but is also pretty resilient. This list can fire a LOT of shots per turn with 6 scatter lasers and all the other weaponry. The fire dragons become my main anti-tank, but the scatter lasers can take most lower armored vehicles out.


HQ:
Avatar of Khaine [155]

Troops:
10 Dire Avengers 12 [120]

10 Dire Avengers 12 [120]

Elites:
Wave Serpent (DA) 90 [135]
-Scatter Laser 25

Wave Serpent (DA) 90 [135]
-Scatter Laser 25

Wave Serpent (FD) 90 [135]
-Scatter Laser 25

5 Fire Dragons 16 [80]
-Exarch 12

Heavy Support:
War Walker 30 [50]
-Shuriken Cannon 5
-Scatter Laser 15

War Walker 30 [50]
-Shuriken Cannon 5
-Scatter Laser 15

War Walker 30 [50]
-Shuriken Cannon 5
-Scatter Laser 15





thoughts?

This message was edited 1 time. Last update was at 2010/12/05 03:54:35


 
   
Made in au
Guarding Guardian




Under your bed.

Putting mismatched weapons on the walkers means you have a range compromise.
Either all Scatters or all Shuris.
Or all EMLs.

Also, the Avatar is kinda out of place.
Run a Farseer with an Avenger squad.

This message was edited 1 time. Last update was at 2010/12/05 11:52:48


Ignore all that. I know nothing. 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Its kinda hard to read since Serpents are dedicated transports and should be listed with the units transporting them.

As said, the Avatar is out of place, he's a beast in a footslogging army, but cannot keep up with the fast skimmers.
I'd take Doomseer.

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
Regular Dakkanaut






I like a good mechanized list. I don't like when people cry 'cheese' and 'spam' and other various food expletives because we exploit mechanized armies, which seems to be the trend in 5th ed. If anything, we are on a fluffy level, one of the most appropriate factions to use such tactics. We are fragile, we are few in number, and we have a quick reflexive precision style of fighting, not a brute force hulk. We have the technology to defy gravity, go very fast and use energy shields in place of heavy armor and chugging tracked vehicles. It makes the most sense that we would be highly mobile, and hiding our fragile mortal shells inside some force fields and wraithbone plating, not just because everyone is jumping on that bandwagon but because it is what we were meant to do. So woo hoo go mechanized Eldar!

Anyway, enough cheerleader pep talking, on to the nitty gritty:

I liked the feel of the origional list as far as what kind of units it involved, but, like all the other responses, I was a bit challenged by the details, the too-small seer council, the mishmash weapon arrangements, and so on, so I thought I would give it a go streamlining it a bit. So
here's another one to try using more or less the same models just with different weapons:

Headquarters: 80 points
Farseer/ Doom (80)

Troops: 304 points
Dire Avengers:10/ Exarch, Bladestorm, Extra Shuriken Catapult (152)
Dire Avengers:10/ Exarch, Bladestorm, Extra Shuriken Catapult (152)

Elites: 80 points
Fire Dragons:5 (80)

Heavy Support: 160 points
Warwalker/ 2x Scatterlaser (60)
Warwalker/ 2x Scatterlaser (60)
Warwalker/ 2x Shuriken Cannon (40)

Dedicated Transports:375 points
Wave Serpent(DA)/ twin Brightlance (135)
Wave Serpent(DA)/ twin Brightlance (135)
Wave Serpent(FD)/ twin Shuriken Cannon (105)
____
999

The reasons behind these little detail changes:
Farseer: Fortune works better for models with an invul save (besides you will be in transports half the time anyway) and Doom is ideal for the pinpoint strike tactic of mech Eldar play. It would have made sense on a Warlock squad or an Avatar, but not so much on Avengers. Finally, correct me if I'm wrong, but since Fortune has to be cast at the beginning of the turn, and the intended squad won't be on the table until the movement phase, it can't be cast on them yet. (It has never come up in any of my games since I only use it on invul guys who I don't put in transports).

Dire Avengers: Bladestorm is ideal for mech Eldar because, like has already been said, you don't really want them on the table if possible. Serpents are better protection. Move/dismount/shoot against a 'doomed' target with bladestorm, followed by a next turn remount to reload while serpents relocate to safety is a very good tried-and-true approach to playing mech Eldar. Two of the most common mechdar consistencies I see in people's "competative" mechanized lists are the doom, bladestorm and relocate (rinse and repeat 3 times in a game) and the popular "dragon wagon".

Fire Dragons: Considered by many to be an absolute no-brainer-must-have-FTW serpent carrying kamikazi dragons for a competative list. I don't believe it is necessary, but many tournament players use 3 of these in their lists. The reason is that they are one of the few units we have that didn't get hindered by 5th ed. rules changes, or made obsolete by newer codex getting better, cheaper stuff than we have access to. Codex creep griping aside, it's also because everyone is scared of them. Lots of tournament lists I have seen use all their elite slots for squads of these. Why "kamikazee"? Well I would love for them to survive their initial strike but, exarch or not, it usually isn't likely, given that they have to be dropped off so close and will be the number one priority target for the return fire or be charged by anything that can reach them, unless your opponent is a moron or very unlucky, they are going to die the turn arfter they hit the table. So pick your target wisely, don't be tempted to pop them out against anything less than the worst biggest nasty. Dragons also don't benefit as much as other squads from their exarch. 5 plain are usually enough to get their job done without the help of an exarch, more would be nice to make for damn sure they get 'er 'dun but points are points. It just doesn't justify the cost of the character upgrade, tankhunters is just overkill. They are one of the last aspects that I bother to spend points on an exarch for, and most other Eldar players I have talked to agree with this.

Warwalkers: Most posts about this have warned you against the mixed weapons and I agree. I would like to have had all scatterlasers too but had to cut a few points somewhere, hence the shuricannon (at least it's close).
Here's the numbers regarding the starcannon versus Scatter Laser Versus shuriken cannon against a T4, 3+ save, in a no cover situation (it gets even much worse for the Starcannon when cover saves are involved): For the mathhammer take on it, Starcannons kill MEQs at 0.020833333 per point spent. Scatterlasers kill 0.037037037 per point, and Shuriken Cannon kill 0.0833333 per point, so strictly speaking in a number crunch, a Starcannon is very inefficient at killing MEQs for its cost. On an individual level, a starcannon kills 0.8333333 while a scatter kills .5555555 and a Shuriken Cannon kills 0.4166666 per gun. Yes the starcannon is better, but the amount of 'better' compared to the ridiculously high cost of it is not even close to a good value, considering you can afford 2 scatterlasers and then some for the price of a starcannon.

Wave Serpents: The Brightlance are good, but a third one is not so necessary with the inclusion of the dragons. I made it as cheap as possible to free up points towards the oh-so-lovely bladestorm, and give it to the dragons who will be dropping in close, making the range not so much of an issue. Range is the biggest advantage of a scat over a shcan, and although that 1 extra potential hit is nice, those 10 points are better spent towards your Avenger upgrade.

What would Yeenoghu do? 
   
 
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