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Made in us
Horrific Howling Banshee





I was originally going to make a IG army, but have since decided to go a different route. I have always liked Eldar from my interaction with them through the Dawn of War video games, and it seems that also carries into the boardgame. I came up with this 500 point list, I figure it gives me a good amount of troops on the field with powerful melee and armor support. I feel it probably lacks most in raw armor killing ability, as most of my viable anti-armor is melee oriented. Granted though, with 18" being my regular range it seems Eldar are always in for a close fight. Tell me your inputs:

HQ:
Farseer - (1 Singing Spear/Doom/Mind War/Spirit Stones)
Warlocks - (3 Singing Spear)

Troop 1
8 Dire Avengers

Troop 2:
8 Dire Avengers

Heavy Support:
Wraithlord - (1 Shuriken Cannon)

Total: 499


Automatically Appended Next Post:
I have already found an issue with the list, and will be fixing it. I didn't put any powers on the Warlocks.


Automatically Appended Next Post:
So I wouldn't mind some assistance on where to tailor some points out of the list and try to make this work better. This was my revised list, but I'm afraid of the lack of ground infantry:

HQ:
Farseer - (Doom/Mind War/Spirit Stones)
Warlocks - (3 Singing Spear/3 Destructor/1 Embolden)

Troop 1
6 Dire Avengers

Troop 2:
6 Dire Avengers

Heavy Support:
Wraithlord - (Eldar Missle Launcher)

Total: 498


Automatically Appended Next Post:
Actually now I am reading that the Warlocks being forced into bringing a Psychic Power was a misprint of some of the earlier codex copies. Is this true, and my version has a misprint? If so, how should I change my list around in that regard? I think the EML on the WL is a good idea, (8 STR - 48" Range) seems awesome.


Automatically Appended Next Post:
A third possibility, presuming that I do not have to bring a power for every Warlock but want to keep the EML:

HQ:
Farseer - (1 Singing Spear/Doom/Mind War/Spirit Stones)
Warlocks - (3 Singing Spear/1 Destructor)

Troop 1
7 Dire Avengers

Troop 2:
7 Dire Avengers

Heavy Support:
Wraithlord - (Eldar Missle Launcher)

Total: 500

In this list, the Destructor can be swapped for a Shuriken Cannon on the WL...though does that take away the sword?

This message was edited 8 times. Last update was at 2011/09/26 15:41:06


   
Made in us
Stoic Grail Knight






Yendor

Awesome choice, starting Eldar but you need to answer a few questions before we can really help you get into the zone.

Since you have listed no wave serpents, and a wraithlord I assume that you would prefer to go for a more foot oriented force.

Generally in a foot oriented force, you want to take Guardian Defenders instead of Dire Avengers. Defenders bring the weapon platform which gives you more long range fire support, whereas the Dire Avengers are restricted to 18 inch reach on their guns. The Defenders are also considerably cheaper so you can get more onto the field for your points. The fact that Dire Avengers have a better statline doesn't really come into play. Your Defenders will be hugging cover, so they can usually get a 4+ save anyway- 3+ if they go to ground.

Farseer and Warlock squad. Not worth it. You are correct in that you have a misprint. Warlocks do not need to purchase a power. Also you generally don't want to ever field this unit unless they are either on jetbikes or in a wave serpent- and even then never fewer than 7 or 8 warlocks. This is not a unit you want to bust out in lower point games. Having Warlocks isn't bad though, remember that you can stick them with Guardian Squads to give them embolden to keep them from running away like little girls. Generally you won't want singing spears on guardian defender squads, as the extra witchblade attack can save you against walkers, and if something is 12 inches away chances are you want to fire those shuri pults at them and not the spear. The exception is on guardian Jetbike squads, because a Jetbike has the speed necessary to really leverage the spear.

So if you swap out defenders for guardians, and drop the warlock squad, you'll probably have enough points to field the Avatar. That gives your dudes fearless, and puts two mighty MCs on the table. I'd reccomend giving your Wraithlord the Wraithsword at this point level, going from connecting 50% of your attacks to 75% of your attacks in close combat is huge. Helps immensely deal with weapon skill 4.

Edit:

Here is a sample 500 point foot list I just threw together take a look at it if you feel like it, maybe draw some inspiration from it, whatever.
Spoiler:

[155] Avatar

[120] 10 Guardians + Warlock- Shuri Cannon weapon platform, Conceal Warlock power
[95] 10 Guardians- Scatter Laser weapon platform

[125] Wraithlord- eldar missile launcher, wraith sword

The idea is that the Guardian's Warlock prevents wraithsight on the Wraithlord, and that squad, the Avatar, and the Wraithlord all march towards the enemy. The scatter laser team can either march with them- behind the conceal'd guardians for a 4+ cover save, or stay back and cover an objective while providing s6 fire support from their scatter laser- depending on the type of mission. The idea is that hopefully at the 500 point level your opponent will not be able to deal with the t6 avatar and the t8 wraithlord and then just smash them in close combat.





This message was edited 2 times. Last update was at 2011/09/26 16:48:50


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

For a 500 pt army, I think your list is good. I would drop destructor and try to give one warlock embolden (cheap 5 points and gets to reroll leadership tests including farseer psycher tests. I would give your wraithlord an EML - just in case someone decides to field a tank against you, plus gives you the option to use the template for horde. I personally think if you can afford the Avengers I would use them, they put out a lot of shots and with better range and BS than guardians, I would stick with them at footdar. As your army grows, I would invest in transports (wave Serpents) as a foot list at bigger points is a hard thing to do. I would lose the mind war on your farseer and use guide or fortune (I think you will get more use of them). Mindwar is cool but, not the best power. I think Fortune is almost a must for a farseer as it allows rerolls to save, which is great and can cast on vehicles too. Then I usually take doom or guide depending on what you want your seer to do - meaning help a squad shoot better (guide) or to help with close combat (doom). This army is expensive cost wise and unforgiving if you make mistakes with it, however if played well are hard to beat. With Eldar, there is not junk squads. Everyone must work together in concert or the whole army will fall apart. Good luck with the Eldar and feel free to P.M. me if you have any questions about them. They are great and I love their fluff. Cheers.

This message was edited 1 time. Last update was at 2011/09/26 16:52:51


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
Horrific Howling Banshee





Hey guys, thank you so much for the quick replies and the amount of knowledge your poured into them. I heave heard great things about akaean as a Eldar player and to listen to his word as though it was law. Haha, either way Akaean I would like further input in regards to one problem, I do not want to field and Avatar. The whole reason I really like Eldar is all the magic casting and cool abilities they have compared to other races, I'm also a huge fluff head and feel it would be ridiculous for Eldar to ever field and Avatar in anything less than 1500 (as its a pretty brutal and rare occurance). I understand the Avatar with a Wraithlord would be superior, but my main target is friendly first, competition second (if at all). So basically, I would over-rule the Avatar just because I'd rather have a Farseer in general. If you could assist me in further list work though including this stipulation I would be grateful.

It is also right to assume that I would like a foot oriented army. I know I will need transports later in the game, but right now I would rather attempt to stay away from it. Granted, if this is totally un-doable as Eldar just tell me! Also, do I really wanna go defending oriented with Eldar, considering their shuriken only has a range of 24". I will get ripped apart by anything shooty with more than average range, thinking about that I had tried to avoid heavy weapons setups ups all together...hence the dire avengers (plus they are cooler )

Also, would the 3 Warlocks be a total waste of time? I kinda liked the idea of it. I will work on a list not having them though, just feel like if I go Farseer they could be worth it as protection.




Automatically Appended Next Post:
Also, why is Mind War bad? I have alot of friends bringing tank oriented heroes so I thought it would be useful. Its also cool!


Automatically Appended Next Post:
What do you all think of this?

HQ:
Farseer - (Spirit Stones/Doom/Fortune)

Troop 1
9 Dire Avengers - (Exarch/Diresword)

Troop 2:
10 Guardians - (Shuriken Cannon/1 Warlock)

Heavy Support:
Wraithlord - (Eldar Missle Launcher/Wraithsword)

Total: 500


Automatically Appended Next Post:
I also like this list:

HQ:
Farseer - (Singing Spear/Spirit Stones/Doom/Fortune)

Troop 1
8 Dire Avengers - (Exarch/Diresword)

Troop 2:
8 Dire Avengers - (Exarch/Diresword)

Heavy Support:
Wraithlord - (Eldar Missle Launcher/Wraithsword)

Total: 494

Though sadly it has 6 points left over.

This message was edited 5 times. Last update was at 2011/09/26 18:32:52


   
Made in us
Stoic Grail Knight






Yendor

Ok, Mindwar is bad because its a lot of points for a very uncertain result.

So you are paying 20 points in addition to whatever the other power was on your farseer for a sniper attack. This looks great on paper, because the Farseer is leadership 10, and often times heavy or special weapons are leadership 8. You might also be able to pick off a sergeant who is leadership 9 or so.

The problem comes in that it is pretty limited in practical efficiency. If you are trying to snipe off a big bad HQ, you have to realize that they also usually have leadership 10. Sure you could get lucky, but more than 50% of the time the power will fail to cause any wounds. Even if you do cause wounds, don't forget that said HQ is allowed to take invulnerable or cover saves, meaning that about half of your damage- even on a lucky roll, will be shrugged off.

An Ork nob, who has 2 wounds to be sucked off by the power will not only usually be protected by a 5+ cover save from a near by KFF, but he'll also have leadership 10 from the mob rule. Against armies like Tyranids or Chaos Deamons all their big multi wound models are ld10. Anything leadership 10 has ~60% chance of not taking any damage, since no wounds are dealt on a tie.

Against other armies more often then not they are futher protected by a psychic hood. Most psychic hoods block around 40% or so, Space Wolves block 50% of the time.

Basically- as the argument goes, mindwar is a fringe power, because it has very limited practical use, compared to the raw damage output that can be gained from boosting fire power through guide, or doom, or increasing defenses by casting fortune.

Don't forget, even if your opponent does bring a tank oriented HQ, unless it also has eternal warrior the Wraithlord can just squish it. s10 Monstrous Creature attacks with re rolls to hit will obliterate any tankish HQ that tries to mess with you.

Another thing I wanted to bring up.

Mech Eldar is not the only way to play high point Eldar. You can make a very effective foot list featuring Eldrad (for spamming fortune- fortune is the lifeblood of successful foot Eldar builds) Avatar, Lords, Wraith guard troops, Swarms of guardians, Harlequins, etc. Foot Eldar has weaker match ups against Wolves, and Imperial Guard, and Blood Angels, but they have a pretty solid matchup against GKs. So if you don't like tanks, then there is no reason that you need to buy tanks!

If you don't plan on ultimately expanding into mech eldar, then Dire Avengers are somewhat of a waste. If you ultimately want a 2000 point foot list featuring the Avatar and Wraithlords, then you have very little use for Dire Avengers in tanks, and would be much better served with a horde of guardians to take advantage of fearless. If however your end goal *is* to accumulate a ton of wave serpents and get everything mechanzied, then Dire Avengers are fine for these low point games- as they aren't *that* much worse than Defenders on foot, and considerably better than Defenders when mounted.

I have been posting with the assumption that you will eventually want to end up with an all foot higher point list. If this is not the case please let me know .

OK so Avatar is out for these lower point games, as you like the fluff of the Farseer, and thats totally legitimate.

With that in mind I'd actually suggest looking into a squadron of war walkers. You could probably just grab two to start with in these 500 point games. War Walkers add pure fire power to a list, and they benefit greatly from a farseer to cast guide on them. Typically you see 1 squad of 3 warwalkers with scatter lasers, and 2 wraithlords in larger point foot eldar armies. War Walkers are also simply incredible in lower point games because they bring such a huge volume of fire power for so few points.

I'm still going to suggest Guardian Defenders for the aforesaid reasons.

Once again I'll post a list epitomizing my suggestions, because it helps get an idea of how I would go about fitting all this crap I'm suggesting into a coherent army, don't feel obligated to actually *use* the list, but still might find it helpful.

Spoiler:

Eldar foot gunline : 495 points

[75] Farseer- Guide

[80] 10 Guardians- Shuriken Cannon Weapon Platform
[95] 10 Guardians- Scatter Laser Weapon Platform

[125] Wraithlord- Eldar Missile Launcher, Wraith Sword
[120] 2 War Walkers- 4x scatter lasers

The way that this works is that you make use of the Farseer to guide the War Walker Squadron, or the Guardians, really whatever will make the best use of the power. The Wraithlord will be passing his wraithsight checks off of the Farseer, so you don't need any Warlocks. The Guardians hide in cover and pew pew with their s6 longer range weapons. They can't both have scatter lasers because otherwise I couldn't fit in that second War Walker :(. s6 is really wonderful. A scatter laser is more likely to open up or disable an armor 11 vehicle than a missile launcher- simply due to the rate of fire it would be wise to not forget that! Even against armour 12, you can still do well just glancing it to silence its movement or guns.

You have the lord for counter charge, and shooting his missile at things. The lord can also deal with land raiders in close combat since he is s10 with 2d6 armor penetration and re rolls to hit. What a boss.



At the end of the day, you need to specialize. No matter what the exarch does, dire avengers are still rubbish at close combat. toughness 3, middling armor and only 1 attack each is just a lost cause. if you take Dire Avenger Exarchs the double catapults is the best, as that adds more to what the squad does best- shooting, and really milks the ballistic skill 5 that comes standard on Exarchs.

Guardian Defenders are preferable because they can hug cover to get 4+ cover saves, and they can reach out across the board with their heavy weapon and do damage from turn one. When things get close, they can still blast away with their 12 inch range cats, and with guide support they'll actually hit 75% of the time!


EDIT:
The only way I'd suggest running a squad of 3 warlocks would be to give them all destructor and put them in a wave serpent. Doom + Disembark in prime flamer position + 3 heavy flamers will torch things. But without all of that, they are a bit too fragile- especially in such low numbers and without fortune to really make up for it. Their 4+ save may be invulnerable but its still only a 4+ save.




This message was edited 3 times. Last update was at 2011/09/26 20:59:06


 
   
Made in us
Unrelenting Rubric Terminator of Tzeentch






In the Ring of Debris Around Uranus

I am not sure if you want my input or not, but I do agree with war walkers, I use them frequently in my list. I agree that you can do a high point footdar list, however it is a difficult army to fight with and more unforgiving, unless your opponent is also foot. The manuverability and capturing objectives which is 2/3 of the scenarios, will often be difficult to accomplish. Esp. if your oponent is meched up. As the third scenario is annihilation, if you are fighting a mech list on foot, that will be an incredible challenge. I do like guardians, esp with their heavy weapon option, but I still think dire avengers for a foot troop choice will statistically land you the most hits and thus more wounds than your guardians, esp if guided. But this is my opinion. In the end, I think you develop a list that works best for you. I am sorry if you did not want my opinion, I have been gaming with warhammer 40k since 1989, so I have a little experience with it.

This message was edited 1 time. Last update was at 2011/09/26 21:35:25


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
Horrific Howling Banshee





I want everyone's opinion Eiluj, just yours was agreeing with me so there was little need to comment. I will be going mech army sometime, just not in the 500 point game cause I have a love affair with Wraithlords....and adding a transport + a Wraithlord just does not leave enough room. I will highly consider the Guardians and War Walkers. However, I had a question that I still have yet to find the answer too. When Guardians move, can their setup weapon not fire that turn (as most setup weapons)? If so, I would feel this greatly diminishes their use...even more so without a transport for them.

Also, I think you have the list wrong. You listed 10 Guardians (8 each) and a Shuriken Cannon (+10) as 80. I think you meant 90! War Walkers seem ok, my only issue being I don't really see me wanting to bring them high point games...which I plan on progressing towards. Would it be worth it to invest at all in a Wave Serpent inplace of the War Walkers? Are War Walkers even viable late game? Until I get the setup weapon thing cleared I'm not 100% on going Guardians...especially fluff wise


Automatically Appended Next Post:
I looked into the Guardians, and I would rather skip vanilla guardians with a shuriken if at all possible. However, the scatter laser seems extremely useful, as its 36" which is actually decent. So, I kinda combined the two ideas as well as the part about dire avengers in close combat:

HQ:
Farseer - (Singing Spear/Spirit Stones/Doom/Fortune)

Troop 1
10 Dire Avengers - (Exarch/1 Shimmer Shield/1 Diresword)

Troop 2:
10 Guardian - (Scatter Laser)

Heavy Support:
Wraithlord - (Eldar Missle Launcher/Wraithsword)

Total: 500

This message was edited 2 times. Last update was at 2011/09/27 03:06:44


   
Made in us
Stoic Grail Knight






Yendor

Ah, so you are planning on going mechanized eventually. In that case Dire Avengers are fine, you might as well take two squads since you probably won't want Guardian Defenders eventually.

I still think you are spending too many points on your farseer. Farseers are support charachters, and if you spend too many points on a farseer you start lacking units to support. Keep your Farseer under 100 points for these low point games.

Take 2 catapults on your Dire Avengers. They are going to suck at close combat no matter what upgrades you give them. Also you can't buy both a dire sword and shimmer shield.

The last thing is that if you plan on eventually going all mech, sadly the Wraithlord is going to hold you back. I know hes a cool model, and for a while Smitty was insisting that Lords work in mech dar. But the truth is that they just need too much support.

These days wraithlords are a unit the army needs to be built around- since you will be moving your army in a different direction... Your wraithlord is going to be left by himself testing for wraith sight every turn and plodding along while the rest of your army zooms around. Unsupported Eldar Units are underperforming eldar units.

War Walkers actually can work just because of how points effective they are, they also have scout and there isn't a 1/6 chance of them doing nothing for a turn.

Fast Eldar is great, and its what I play most frequently. But you will be very sad when you stop taking your Wraithlord out of your box, becasue he just doesn't hold up in mech eldar lists above 1500 points...

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

I don't believe I told you in any of the posts how much a guardian squad costs.

I like guardians and storm guardians, if used right. I just like dire avengers for overall performance and abilities and a better catapult. I agree the double catapult and bladestorm are great to have in higher power mech list, where they can pop out bladestorm, re-embark, fly around for a turn and repeat if needed or take an objective. The other drawback to guardians is there crap 5+ save, which is easily negated and they get nerfed pretty easy, but a warlock with conceal and farseer with fortune can help these odds a bit. In a small point game a squad of storm guardians with 2 flamers and a warlock with destructor can rip apart a weak troop pretty easy, but if they get shot at prior to, they may fall easy prey.
I agree with the wraithlord too, if you are going foot they are great, in mech, they get left in the dust.
With war walkers you can reserve them and out flank and they can be pretty sweet to cause some problems with a back corner of the board which is nice, but be careful where you put them as they can fall pretty easy too if left unprotected.
Scatter lasers are nice, for their point value and they are in transports shuriken cannons are a good buy and have a slightly better ap with one less shot and reduced range. EMLs are great to.

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
Member of a Lodge? I Can't Say




WI

Akaean is totally correct when he says your build your army around the WraithLord if your going to use them. I also love them and I have done very well with a Foot-dar list with 3 Wraithlords and a Avatar. For a army like that, you actually want Guardians over Avengers due to the Warlock. Spiritseer upgrade is really a must. I run Harlequins just for the Shadowseer. Really, as many Psykers as possible.

For 500pts, there is not much that can stop the Wraithlord at that level. The War Walkers are great, but I feel your either using them or the Lord. You then need to choose how you want to run your list.

Since no one has suggested it yet...

Farseer - 108pts

Guide, Fortune, Witchblade

10 Storm Guardians - 141pts
2x Fusion guns, Warlock, Spiritseer, Witchblade, Conceal

10 Storm Guardians - 141pts
2x Fusion guns, Warlock, Spiritseer, Witchblade, Conceal

Wraithlord - 110pts
2x Flamers, Shuri Cannon, Sword

Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG.  
   
Made in us
Horrific Howling Banshee





I will probably be keeping the Wraithlord in the list even if later he is not as useful later. Worst comes to worst, he becomes the best work-desk ornament I have. Accepting this consequence and the fact that I would like to use him sometime...means that I will still be getting him. Not that huge of a deal really. The Dire Avengers are more the thing that matters, so that will be useful and a better allocation of money anyway (if one of them will not be used). Also, fluff wise you should stay away from Wraithlords and Guardians since that (same reason as the Avatar) are not really "typical" for Eldar. They are worst case scenario solvers. I am still looking over the list, thank you all for your help thus far.

   
Made in us
Stoic Grail Knight






Yendor

You worry about fluff to much. Chances are you can field whatever army you want and still paint it in a fluffy color scheme- that is the beauty of the Eldar Codex.

Avatar- Biel Tan awakens this thing like- all the time. They are constantly at war, and crusading.

Guardians- Er, Ulthwe springs to mind. Don't forget that they use guardians as general combat troops...
Also Saim Hann. They primarily field jetbike hosts- and who do you think is riding the jetbikes? Thats right- guardians. Guardian Jetbikes aren't any less Guardians...
Other armies do as well. I play Eldritch Raiders and my Storm Guardians represent my Space Pirates- which works really well since I have old models with the cutlasses.

Wraith Constructs. If you were worried about fluff, you'd also know that the Eldar generally view the use of wraith constructs as bad, and akin to necromancy. However due to the state of Iyanden, they need to rely on them more and more.

There are fluff reasons for just about every Eldar army you can possibly create. I wouldn't worry too much about- fluff this or fluff that- chances are you'll be fine. There isn't *much* unifying fluff in the Eldar codex about what units are most common- except that Dire Avengers are the most common of the Aspect Warriors.

If you have created your own craftworld, or are heart set on picking one of the existing ones- please let us know the relevant fluff so that we can make suggestions that follow your choice of fluff.




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
Horrific Howling Banshee





Hey Akaen. I am not really "worried" about fluff, its just personal preference more or less. The craftworld I am going to be modeling after is Biel-Tan. I have actually already painted a single Dire Avenger...which was my first attempt at painting a model ever. It came out ok, there is ALOT of stuff on them compared to my friend's ork boyz that he is painting:

http://www.bupp-portal.com/pictures/Eldar/

It came out ok, there are alot of things I would change about how I painted him. I would never use a black undercoat again for white (I had no white, and have ordered some now cause I'm just not doing black again). Likewise, I would do his face first and much more carefully. I botched it the first time and had to repaint it over and over again until the free-hand looks "good enough". Some other things is how blotchy the white looks due to it being over the black, and the fact that it just took me a bit to get a technique down.

Well, I'm still looking through this list and semi-considering an Avatar now. I'm not totally against going foot-dar in the future, and an Avatar is going down that path, is it not? If I did, I would so get the one from Forge-World!

Here are the two lists I'm looking at:
---------------------------------------------------------------------------------------------------------------------------------------

List 1:
HQ:
Farseer - (Spirit Stones/Doom/Fortune)

Troop 1
10 Dire Avengers - (Exarch/Dual Shuriken)

Troop 2:
10 Dire Avengers - (Exarch)

Heavy Support:
Wraithlord - (Eldar Missle Launcher/Wraithsword)

Total: 500

---------------------------------------------------------------------------------------------------------------------------------------

List 2:
HQ:
Farseer - (Spirit Stones/Doom/Fortune)

Troop 1
5 Dire Avengers - (Exarch/Dual Shuriken)

Troop 2:
8 Guardians - (1 Warlock/Destructor/Embolden/Singing Spear/1 Scatter Laser)

Heavy Support:
Falcon - (Holo-Fields/Twin-linked Eldar Missle Launcher)

Total: 499

---------------------------------------------------------------------------------------------------------------------------------------

I'm actually considering the last list the most. Idea being that the 5 Dire Avengers + Farseer ride in the Falcon, as the Falcon/Guardians/Warlock provide long range fire support while approaching enemy/objectives. Likewise the Falcon allows me to be quick around the field. When in range of the enemy, Farseer and Dire Avengers pop out of the Falcon. Fortune Dire Avengers, and Doom the enemy. The result should be catastrophic for said enemy unit, though should I try and fit bladestorm in there for even more death dealing? The idea with the guardians is to get long range fire support and be able to hold a point easier with the higher model count and embolden. I need assistance on what abilities to bring, basically am I bringing the right ones? Destructor/Embolden seems great for when they are being attacked. But, if they are not being attacked those two go largely to waste...and do not help the main force advance. I don't see how any of the other abilities could help me more...outside of Conceal. I just feel that a *bit* expensive since I should be in cover already for the most part.

From what I gathered the last list should be great. Holo-fields make the Falcon scary for 500 points, and the Twin-linked EML should devastate pretty much anyone due to its multiple types of fire it has and it being Twin-linked. I am kinda confused about that though, they say in the rulebook that "blast weapons always hit"....so whats the point of it being dual-linked? For the AT round? Kinda confused there.

None the less, I feel that this should be a good list minus the fact that I don't have many boots on the ground. Hopefully, the Falcon will make up for this, and the quality of said units should assist.


Automatically Appended Next Post:
Another possibility would be this:

---------------------------------------------------------------------------------------------------------------------------------------

HQ:
Farseer - (Spirit Stones/Doom/Fortune)

Troop 1
5 Dire Avengers - (Exarch/Dual Shuriken/Bladestorm)

Troop 2:
8 Dire Avengers - (Exarch)

Heavy Support:
Falcon - (Holo-Fields/Eldar Missle Launcher)

Total: 500

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I think this is a pretty viable list as well. Less long-range fire support, but better close range support obviously. This might be better to go with in regards to the "forward" thinking mech force that I was thinking about. Since, from the lists I can find (if anyone can link a good 1000 point list I would be happy) most mech lists forgo the typical Guardians. This list also allows me to fit in bladestorm without losing foot troops on the ground.


Automatically Appended Next Post:
Also, Guide or Fortune?


Automatically Appended Next Post:
Also, I have been throwing around the idea of making 5-6 Rangers my 2nd troop choice. Idea is the range they have, and the ability to sit back, contest points, and shoot on most of the board. Granted though, they are weak....so are all Eldar though. Any thoughts on that?

This message was edited 11 times. Last update was at 2011/09/28 21:10:01


   
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For foot I always get a giggle out of the sheer "wtf" look on people faces with

Avatar

3 GJB w/ S Cannon
3 GJB

Wraithlord w/ Sword
Wraithlord w/ Sword

a good mech variety is

Faseer w/ Guide

5 DA
Falcon w/ EML, Holofields

5 DA
Falcon w/ EML

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BlueDagger wrote:For foot I always get a giggle out of the sheer "wtf" look on people faces with

Avatar

3 GJB w/ S Cannon
3 GJB

Wraithlord w/ Sword
Wraithlord w/ Sword

a good mech variety is

Faseer w/ Guide

5 DA
Falcon w/ EML, Holofields

5 DA
Falcon w/ EML


I really like the dual falcon build that you wrote, but I am in a friendly group. Wouldn't that be a bit too cheesy?


Automatically Appended Next Post:
What you guys think of these lists?

List 1
HQ:
Farseer - 130 (Spirit Stones/Doom/Fortune)

Troop 1
5 Dire Avengers - 92 (Exarch/Dual Shuriken/Bladestorm)

Troop 2:
8 Dire Avengers - 108 (Exarch)

Heavy Support:
Falcon - 170 (Holo-Fields/Eldar Missle Launcher)

Total: 500


List 2
HQ:
Farseer - 130 (Spirit Stones/Doom/Fortune)

Troop 1
10 Dire Avengers - 152 (Exarch/Dual Shuriken/Bladestorm)

Troop 2:
8 Dire Avengers - 96

Heavy Support:
Wave Serpent - 120 (Eldar Missle Launcher)

Total: 498

Thats pretty much what I have it narrowed down too.

This message was edited 1 time. Last update was at 2011/09/29 00:47:34


   
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Yendor

Just to contribute some more food for thought, here is my 500 pt list

Farseer- spear doom

10 storm GU- 2 flamers : serpent-tl shuri, extra shuri cannon
3 gu bikes+ warlock- cannon, spear, destructor

War walker- 2 shuri cannon
war walker- 2 shuri cannon

Its alot of strength 6 shooting with templates for horde and spears for heavy tanks

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akaean wrote:Just to contribute some more food for thought, here is my 500 pt list

Farseer- spear doom

10 storm GU- 2 flamers : serpent-tl shuri, extra shuri cannon
3 gu bikes+ warlock- cannon, spear, destructor

War walker- 2 shuri cannon
war walker- 2 shuri cannon

Its alot of strength 6 shooting with templates for horde and spears for heavy tanks


That seems like an awesome list, but sadly I'm not too into War Walkers or Bikes (though I love Vypers). I'm not totally against them, but will probably use the my last two Lists in variation depending on the opponent I face. Obviously Falcon for mech heavy, Serpent for horde heavy. If they both suck, I will surely try yours. Hell, I will probably try yours sometime anyway! Just for fun. Thank you all for help, if I have further questions I'll post em.

   
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Which list do you think would all do better? Just throwing around ideas:

1 Farseer (Guide) + 5 DA + 1 Falcon (Shuriken Cannon/Eldar Missle Launcher/Holo-Fields) - 305
5 DA + Wave Serpent (Shuriken Cannon/Scatter Laser) - 175
Total: 500

vs

1 Farseer (Guide) + 5 DA + 1 Falcon (Scatter Laser) - 265
5 DA + Wave Serpent (Scatter Laser) - 175
1 War Walker (Scatter Laser/Scatter Laser) - 60
Total: 500

vs

1 Farseer (Guide) + 5 DA + 1 Falcon (Scatter Laser/Holo-Fields) - 300
5 DA + Wave Serpent (Shuriken) - 160
1 War Walker (Shuriken/Shuriken) - 40
Total: 500

Thanks!

   
 
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