creeping-deth87 wrote:
Farseer on Jet Bike, Singing Spear, Runes of Warding, Spirit Stones, Doom, Fortune
Best Eldar
HQ available! I'd definitely find room to give him Runes of Witnessing. Keeping fortune active on him is required. You can't fail a single Fortune test or he's done.
creeping-deth87 wrote:
12 Guardians on Jet Bikes, 4 Shuriken Cannons
Drop them. You want jetbikes to escort your Farseer, but Warlocks are much more effective. Take a squad of as many Warlocks on Jetbikes as you can (ideally 10, but 7 as a minimum) with 1 enhance, and 1 embolden (allows re-roll of failed leadership, including psychic tests!). The rest of the warlocks can get a few destructors, but most can be run without a power. This squad is nearly impossible to kill as long as fortune is up and does a shockingly great job in
CC. No power weapons, but wounding everything on a 2+.
creeping-deth87 wrote:
Dire Avengers - 267
-9 Dire Avengers, 1 Exarch
-Bladestorm
-Wave Serpent with Twin-Linked Missile Launchers
I assume that's 10 models total. 9 regular and 1 exarch? If so, great. If not, make it a full squad. Also, give the Exarch the dual-catapult upgrade. 5pts for 2 extra BS5 shots is well worth it.
Other than that, these are great units.
creeping-deth87 wrote:
Fire Dragons - 180
-5 Fire Dragons
-Wave Serpent with Scatter Laser
Excellent choice. Good job dropping the exarch. 5 melta shots are enough to take out any vehicle (other than the Monolith) with more than enough reliability. If you need points, get them by dropping the
WS down to a Shuriken Cannon. You could also drop the 2nd Fire Dragon squad if needed.
creeping-deth87 wrote:
Fire Prism - 125
-Shurike Cannon
The best
HS for mechdar. And, mechdar are the best Eldar army, so that makes this the best Eldar
HS choice!
Don't bother with the upgrade to the cannon. You'll fire it so rarely that it doesn't really factor into the game. (In fact, I use it so rarely I often times forget that the
FP even has a
TL-Catapult). Try to take a 2nd Fire Prism. You won't always use the linking ability, but you will sometimes, and having this tank as a redundant option is much better than Fire Dragons.
Now, you may have noticed I've suggested dropping to 2 troop choices at 1500pts. Typically this is frowned on by most armies, but you can get away with it for 2 reasons.
1) Being fully mech with the most survivable transport around means that you'll be able to get your troops to objectives much more effectively than any other army.
2) With the ridiculously high point costs of mechdar, you can't afford to spend more on our crappy troops than you absolutely have to.
Conventional wisdom is 1 troop choice per 500pts of game. But, mechdar can get away with closer to 700pts per troop.
Also: a little bit of advice for the
IG to Mechdar switch. Mechdar are NOT a charge at opponent and blow them away army. We are all about precision strikes at vulnerable targets. We cap objectives at the last moment from halfway across the board. Don't get into the mindset that you need to have troops holding objectives all game. Evade, evade, evade!