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Made in gb
Airborne Infiltrating Tomcat




London

Well first of all, since this is my first post, a big hello to everyone on the forum!

I've posted this list on another forum but it's always good to get a few varied opinions!

So here's my list, it's a little fluffy to my own craftworld but not too strict. I've been trying out variations but the one below is a general representation. As I've been playing with it, I've got used to it and had increasing success against my usual opponents My only problem is most of my experience is against SM and to a lesser extent, Tau and in quite a casual way.

I play for fun and think my list reflects that, but now i'm looking towards trying out a tournament, and while I still want it to be fun, I don't want to have to end every game with nothing to clear off the table, as efficient as that might be for the time limits

So basically i'm just wondering if you can tell me the competitive viability of a list built like this, as i know everyone else could be seriously playing/list building to win, and i'd like at least some chance to win!

HQ
Farseer
RoWard, SpStones
Doom, Fortune 145

Flexible to join whichever unit seems like the power boost will most benefit the army. Either joins mech wing with Avengers or stays back with Banshees.

Avatar 155

Standard footslogger support role.

ELITES

Dragons x6 96

Wave serpent
SpStones, ShuriCan 110

Part of the mech wing for tank/MC hunting.

Banshees x10
Exarch, Executioner 182

Part of the footslogger wing, at first used to protect the rangers from outflankers/deepstrikers and then advance to where they are needed.

TROOPS

Avengers x10
Exarch, Dual ShuriCat, Bladestorm 152

Wave serpent
SpStones, Bright Lance 135

Other part of the mech wing, good against hordes and stuff.

Avengers x10
Exarch, DS/SP, Bladestorm, Defend 181

Other part of the footslogger wing, they can protect a seperate unit of rangers if need be and join the banshees. Depending on which unit will be more useful the avengers and banshees can screen each other so they get a cover save from shooting and can't be assaulted until i want them to.

Pathfinders x5 120

Pathfinders x5 120

Deploy close to each other, sometimes in the same bit of terrain. They are good objective holders, especially with the defend avengers there to take an assault or the banshees to scare units away altogether. I split them into two units just to be able to force two pinning checks, not likely to do much but nice when it does happen. Also, the chance that they take losses from shooting doesn't risk them running as the Avatar should be close enough to keep them fearless for a few turns.

FAST ATTACK

Swooping Hawks x6
Exarch, Sunrifle, Skyleap 168

I just started playing with them for fun, but they turned out to work quite well! Deep Strike, then use grenades on vehicles next turn. That uis, unless they get blown off the board as soon as they arrive, Deepstrike can be cruel and if they come in too early they risk being out alone in enemy territory before the rest of the army has had a chance to advance. Also another chance to pin. Still there could probably be a more competitive unit to replace them with.

HEAVY SUPPORT

War Walkers x3
Scatter lasers x6 180

Cheap massed firepower. I also like outflanking for the threat to the enemy if i use it.

So generally a bit of character and interest rather than a standard competitive list. I like a few chances to pin other units, and the random effect of deepstriking and outflanking, which can hurt me as much as the enemy so probably not the most useful units for a tournament lol.

Let me know what you think

 
   
Made in us
Stoic Grail Knight






Yendor

Altayre wrote: so probably not the most useful units for a tournament lol.

Let me know what you think


Whelp! you pretty much hit the nail on the head right here

The list looks like it would be enjoyable to play on the table, but it really lacks the strength to be able to preform in a tournament setting.
-Pathfinders have pitiful damage per cost
-Hawks are extremely overpriced, and worse than warp spiders in nearly every way
-Banshees without a Wave Serpent are just dead meat. If you need to deploy a rear guard cc squad, Harlequins are better due to veil of tears. Or Scorpions for the possibility of additional outflank.

On the topic of Avenger Squads. In a hyper competitive tournament list they should just be taken as 5 man squads to make a wave serpent scoring. In casual / semi competitive lists 10 men w/ 2 catapults and blade storm works well in a wave serpent. If you are putting them on foot, they are fairly lackluster, but really you should only buy shimmer shield and defend. Paying for 2 exarch powers is a waste of points.

Generally Hybrid Eldar work better when everything is fast. This means that instead of having units like Howling Banshees, Avengers, and Rangers on foot, you support your mechanized contingent with things like Flying Warlock Councils, Guardian Jetbikes, and Warp Spiders. That way all of your units can still support each other no matter where they zip off to on the table. Mobility is king in 5th edition, and only Dark Eldar are faster then us- its a shame not to take advantage of that.

Concerning your Heavy Support. You need more. 3 scatter walkers are great, but our heavy support is the strongest aspect of our army. Any tournament list worth its salt will fill the entire heavy support section, even a casual list should take at least 2 choices.

So to sum things up, your list looks like it maybe do ok in a casual game, but in a tournament setting especially you are going to get curb stomped. Most "competitive" eldar lists look very cookie cutter for a reason. Our codex is showing its age, and there are very few builds that can be expected to win tournaments remaining. If you want to do well at a tournament, you'll want to spam wave serpents and fire prisms like they are going out of style.


Xom finds this thread hilarious!

My 5th Edition Eldar Tactica (not updated for 6th, historical purposes only) Walking the Path of the Eldar 
   
Made in us
Longtime Dakkanaut





US

Akaean nailed it, this would be a good 'for fun" list, but it won't stand a prayer in competitve environments. Bashees and Dire Avengers on foot will get gunned down in a heartbeat, even in cover. Being T3 means you'll be wounded VERY easily to even the most basic of gunfire pushing too many wounds to hope to save. It's pretty much status quo that when I take banshees if their serpent gets popped they get gunned down, and even with that 4+ cover crater the sheer volume of wounds kills them.

I'd mech up the rest of the way if you wanna go competitive in the slightest and make sure to fill out all 3 heavy slots, that's where all our good stuff is. Also, if you are having fun with Hawks then get a winged Fusion Gun Autauch... it makes that unit much more of a giggle

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Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

* Stones of Warding are really a great buy. There are enough psychic dependent armies out there where making them roll 3d6 is a huge benefit.

* Banshees should go into a serpent. If your going to footslog, run scorpions and infiltrate them. Otherwise they are to easily negated.

Overall your list will have a hard time in serious tourneis, but it will do great in fun play.


Automatically Appended Next Post:
akaean wrote:The list looks like it would be enjoyable to play on the table, but it really lacks the strength to be able to preform in a tournament setting.
-Pathfinders have pitiful damage per cost
-Hawks are extremely overpriced, and worse than warp spiders in nearly every way
-Banshees without a Wave Serpent are just dead meat. If you need to deploy a rear guard cc squad, Harlequins are better due to veil of tears. Or Scorpions for the possibility of additional outflank.

On the topic of Avenger Squads. In a hyper competitive tournament list they should just be taken as 5 man squads to make a wave serpent scoring. In casual / semi competitive lists 10 men w/ 2 catapults and blade storm works well in a wave serpent. If you are putting them on foot, they are fairly lackluster, but really you should only buy shimmer shield and defend. Paying for 2 exarch powers is a waste of points.

Generally Hybrid Eldar work better when everything is fast. This means that instead of having units like Howling Banshees, Avengers, and Rangers on foot, you support your mechanized contingent with things like Flying Warlock Councils, Guardian Jetbikes, and Warp Spiders. That way all of your units can still support each other no matter where they zip off to on the table. Mobility is king in 5th edition, and only Dark Eldar are faster then us- its a shame not to take advantage of that.

Concerning your Heavy Support. You need more. 3 scatter walkers are great, but our heavy support is the strongest aspect of our army. Any tournament list worth its salt will fill the entire heavy support section, even a casual list should take at least 2 choices.

So to sum things up, your list looks like it maybe do ok in a casual game, but in a tournament setting especially you are going to get curb stomped. Most "competitive" eldar lists look very cookie cutter for a reason. Our codex is showing its age, and there are very few builds that can be expected to win tournaments remaining. If you want to do well at a tournament, you'll want to spam wave serpents and fire prisms like they are going out of style.
+1 to everything said here.

I do have a question thought : What is the best heavy support for a mech army? If you are running 3 serpents with avengers and 3 serpents with dragons, what do you fill out the heavy support with?

This message was edited 2 times. Last update was at 2011/03/14 17:15:17


 
   
 
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