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Made in us
Swift Swooping Hawk





Oklahoma

HQ

Jetseer & 2 Jetlocks
Fortune, Doom, SS, & RoWit / 1x Destructor, 1x Enhance, 1x SS

Eldrad Ulthran

Elites

2 x 10 Fire Dragons
2 x Wave Serpent
TL StarCannons & SS

Troops

2 x 10 Dire Avengers
Exarch w/ dual pult and bladestorm
2 x Wave Serpent
TL StarCannons & SS

5 x Dire Avengers(in falcon)

Heavy Support

Falcon
StarCannon and Holofield

2 x 5 Dark Reapers
Exarch w/ EML and Fast Shot

Total 1999

The idea is to move up 12" at a time softening up the squads w/ the ap 2 and 3 fire power, finishing them off with DA's and Fire Dragons. Fire dragons aren't for tanks they're for termies and broadsides.
I plan to use this list vs. any MEQ. I would like to put guide and more SingingSpears on my Jetseer squad but I couldn't find the points. I don't have my codex on me ATM so if I had wrong addition let me know

This message was edited 1 time. Last update was at 2011/09/25 04:37:54


Craftworlds Eldar: 8500
Dark Eldar: 1000
Harlequins: 1000
Raven Guard: 1500
Tyranids: 1500
 
   
Made in gb
Tough Tyrant Guard






uk

I think your jetseer council needs a minimum of 3 warlocks.

Besides that, it's a very focused list, and will certainly hurt marine armies on foot, but for those in transports, you'll need to commit the dragons to crack the transports, which will probably see the dragons die quicker than you'd like.

If you wanted to switch something, I'd swap in another falcon with 5 da, and go for eml not starcannon, that way the falcons can pop some transports at a distance, leaving the rest of your army to hurt them.

Masochist: Hit me!
Sadist: No.

Hive Fleet Kronos 3500pts
Craftworld {Insert eldar name} 3000 pts
1000pts and growing fast
P+M blog http://www.dakkadakka.com/dakkaforum/posts/list/338826.page

 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Well, as said, you better take more Jetlocks, a unit of 6 led by a Fortuneseer would be the minimum. Moreover, I*d prefer 3 squads of 5 FDs instead of 2 squads of 10.

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
Agile Revenant Titan




Florida

Based on what you have in your list, some things to consider (note: this is all dependent on what you normally face and how terrain is set up):

-You have the Reaper Exarch with S8 shooting. The rest of your range is in the form of Starcannons and the purpose of Dragons is MEQ and such. The big issue you will face is getting MEQ out of their transports first.

-While it makes sense to create armies that can bypass MEQ saves, cover in 5th edition creates a situation where you are paying some premium points to really only bump their save to a 4+. Cover is so prevelant that AP2 weapons are difficult to gain maximum utility from. I won't completely rule them out as things like Assault Terminators and FnP Marines (READ: Blood Angels) really make you wish you had AP2 shooting. Basically, you are paying a lot points for Starcannons when Scatterlasers may be more in need.

-Utilizing Fire Dragons for MEQ hunting makes sense, but the two issues I'm foreseeing is: (1) MEQ are still in vehicles giving you no target and (2) once you unload from the WS, you are in short range; you'll get one round of shooting and then they will get crushed as they become a very high priority target. If you relegate them to go after tanks (which is a good idea), then 10 Fire Dragons is overkill. While I've learned that 5 Fire Dragons is not a guarantee, 6-7 is a good number and still not overly pricey. In all reality, they are one shot and done (although, I'm finding Exarchs and Firepikes add an interesting element, but many find it too pricey). If possible, look for a 3rd unit to fit in specifically for tank hunting duty. The cheapest config comes in at 180 points (5 Dragons/Wave Serpent with t/l Shuriken Cannon)

-Seer Bike Councils have utility going after tanks. Based on your list, I would look to refocus this unit and add a few bodies if possible:

-Farseer/Fortune 6 Warlocks/1xEmbolden

With your army's build, this gives your opponent something he will want to stop fairly quick. You will want to get in assault with vehicles so the rest of your elements can do what they are designed for.

Again, it is largely dependent on your local group, but I really think you will need to focus a bit more on anti tank to get your anti infantry shooting to really shine. Good luck.

No earth shattering, thought provoking quote. I'm just someone who was introduced to 40K in the late 80's and it's become a lifelong hobby. 
   
Made in us
Stoic Grail Knight






Yendor

I actually don't think hes that hurt at popping Marine Transports.

Star cannons are still s6, and while they may not have the pure RoF that scatter lasers boast, hes still packing a lot of them. Don't forget that hes rocking out a falcon, and the reaper exarch. I think he'll be fine against most transports.

I do think that the jetseer council is a waste of points though. with only two members strong, its just not giving you the damage output you need to make the investment worthwhile.

I think you'd be better off with a simple guide seer to put in the Falcon. That way you can ensure that it will be benefiting from guide, while Eldrad can hang out with the Dire Avengers who will probably need a lot more power support.


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
Swift Swooping Hawk





Oklahoma

HQ

Eldrad Ulthran

Elites

2 x 5 Fire Dragons
2 x Wave Serpent
TL Shuricannons, StarEngines, & SS

Troops

2 x 10 Dire Avengers
Exarch w/ dual pult and bladestorm
2 x Wave Serpent
TL StarCannons & SS

Heavy Support

3 x War Walker
2 x EML

2 x 5 Dark Reapers
1 x Exarch w/ EML and Fast Shot
1 x Exarch w/ Tempest Launcher
Total 1997

Changed out falcon for war walkers, took out 2nd farseer, and lowered the fire dragons down. Eldrad will be able to cast enough dooms for both squads(1 for Asurmen and 1 for other 2 squads).

This message was edited 3 times. Last update was at 2011/09/27 02:55:50


Craftworlds Eldar: 8500
Dark Eldar: 1000
Harlequins: 1000
Raven Guard: 1500
Tyranids: 1500
 
   
Made in us
Stoic Grail Knight






Yendor

I can't help but feel like your list is bleeding focus. As in you had a lot of focus, and now it is all bleeding out onto the floor.

I don't think Asurman is a good way to go. You are still paying over 200 points for a strength 4 power weapon.

I would also worry about using them like you use banshees, it sounds good on paper, blasting away with a bladestorm then charging in, but when things get practical there are a few big problems.

1) As fast as Asurman is, hes not initiative 10. Hes still speed tying with Archons and Mephiston. s4 power weapon attacks are really not that scary... and since the instant death is on an opponents failed leadership check... its not something you can ever count on.

2) Then you run into the other problem Banshees have with their *pistols*. Often times I find myself electing to fleet instead of shooting the pistols. This is because often times my banshees after disembarking from the back of an unmoved wave serpent, and advancing 6 inches, are still just barely in charge range of their targets. A "good" volley of pistols will often times allow your opponent to remove the one or two models you had your 6 inches on to get the charge.

That difference of kills can be the difference between being "safely" in melee combat, or sitting with your balls out to dry in 4+ armor. This would be a bit better if the banshees could reliably get within 2 or 3 inches from the enemy, but considering that they have to disembark from the rear acess point, this is seldom the case.

Now we have a squad if Dire Avengers, Bladestorming of all things into the enemy. This is considerably more dangerous then a volly of 10 pistol shots from a banshee squad, and you may find that it leaves you hanging far more often than it helps you out.

However, if you are heart set on taking Asurman out for a spin, generally its best to give his exarch buddy a shimmer shield. Its one less attack at i6, but it lets the whole squad benefit from a 5++, which combined with Eldrad's fortune can be nice. Asurman doesn't come with one, so thats like the one thing an Exarch can contribute to the squad.

Ultimately, I think overall you'd just be better off with a doom seer and a banshee squad instead of Asurman and a tooled up DA squad, the guarenteed s10 power weapon attacks





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
Unrelenting Rubric Terminator of Tzeentch






In the Ring of Debris Around Uranus

It is up to you, but I would lose the Dark Reapers and get another squad of war walkers with scatter lasers or star cannons (guided scatter lasers are killer) and I think would do more than your Reapers and be more survivable. Also, I like Asurmen, but I think he is so expensive. I would loose the 3rd squad of avengers get a squad of ten - exarch with executioner (no powers - see why in a second. Then take Jain Zar - she is touphnus 4 has all the banshee powers, plus she adds fearless (like all phoenix lords) but also adds FURIOUS CHARGE (killer man) since that increases the stregnth of all your banshees by 1 on the charge (wow). Put Eldrad with them and watch them eat through anything. I liked them backed up by a squad of fire dragons as they can soften the group you want to attack prior to the charge and Jain Zar can throw her triskle which is stregthn 5 with 3 attacks and still assault. This is just my opinion, but I have been very happy with the results. Cheers

Armies
Eldar, Dark Eldar, Harlequins, Eldar Corsairs, Orks, Tyranids, Genestealer Cult, Chaos, Choas Space Marines, Tau, Sisters of Battle, Inquisition, Necrons, Space Marines, Space Wolves, Grey Knights, Imperial Knights, Dark Angels, Imperial Guard, Ad Mech, Knights, Skaven, Sylvaneth 
   
Made in us
Swift Swooping Hawk





Oklahoma

This list that was changed worked out pretty well. I was way over in points so I updated that post to what I used. The firedragons took a gak on me and didn't blow up any tanks until turn 3 when on turn 2 i had them both setup and had 3 pens and didn't blow up either tank. Anywho I barely scraped by with a win and i'm trying to to decide what best to change for a little more anti tank. Might drop the war walkers for more fire dragons. The war walkers were a disappointment as usual.

Craftworlds Eldar: 8500
Dark Eldar: 1000
Harlequins: 1000
Raven Guard: 1500
Tyranids: 1500
 
   
 
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