Switch Theme:

Eldar Jetbike List 2000 Points  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Wondering Why the Emperor Left





Farseer
Jetbike
Guide
Fortune
Spirit Stones
Runes of Warding
170

Farseer
Jetbike
Guide
Fortune
Spirit Stones
155

5 Fire Dragons
Wave Serpent
Shuriken Cannons
Vectored Engines
Star Engines
215

9 Jetbikes
3 Cannons
Warlock
Embolden
278

9 Jetbikes
3 Cannons
Warlock
Embolden
278

3 Vypers
Star Cannons
210

3 Vypers
Star Cannons
210

Fire Prism
Holo-Fields
150

Fire Prism
Holo-Fields
150

Fire Prism
Holo-Fields
150

Grand Total
1966 Points

What to do with the rest of the points?

The Serpent can be fortuned for a re-roll-able 4+ cover save before it takes of. moving 24 for flat out and 12 for star engines. turn two they can jump 12 get out and blast away at a tank. It's both a psychological threat as well as a real threat to high armor. Hopefully If they died it took quite a bit of attention to do it. If they ignore it they have 5 meltas running loose in they deployment zone on turn two. Seers join the bike squads, and can guide the Vypers until they die. and then switch to the Prisms or bike squads., all the while using fortune on the bikes. Prisms are there to do what they do best, Lay down the pie plates and occasionally take on some anti-tank duty. I recently played a GK 2K list wit this minus the dragons (I had more jetbikes) and won by one kill point when we ended. The only problem was the land raider. I was able to ignore it after chewing up some of the paladins inside thanks to guided star cannons. I than just out maneuvered the thing doing my best to stay out of charge range. however it would be a whole different story if i unloaded 5 meltas into either the raider of paladins. Any thoughts on it?

This message was edited 1 time. Last update was at 2011/11/09 00:56:04



 
   
Made in ca
Devastating Dark Reaper





Yeah it looks like a pertty decent list, my only qualm being the vypers (i've had a horrid time with them hahah). But break them down into 3 squads of 2, makes getting cover save from cover easier as now only one needs to be covered to gain your cover save.

Also switch one prism for a nightspinner id say, i've used the night spinner a few times and its been pertty good (and i've even forgotten the monofilament web rule everytime!) 2 Prisms give you max benefit/cost if you are going to combine beams anyways.

For those last 34 points i would take an exarch for the fire dragons and give him crack shot and tank hunters for 32 points. Tank hunters isnt useful for melta ranged shots but really comes into its own, shooting AV 12 or less vehicles from 12 inches away. That way they avoid blast and have a better chance of survival.

Also instead you could opt to give the warlocks destructor instead of embolden (esp if the farseers are in those units embolden is overkill) giving you heavy flamers for 20 more points and then throw spirit stones onto a tank (maybe the serpent) and give one of the farseers a singing spear and call it a day.

i dont play jetbikes a whole lot though i am trying to get a list up and running, its a work in progress. Hope this is helpful.

"We bring only death and leave only carrion, it is a message even a human can understand."  
   
Made in us
Wondering Why the Emperor Left





Deadlytoaster wrote:i dont play jetbikes a whole lot though i am trying to get a list up and running, its a work in progress. Hope this is helpful.


Thanks for the help, As far as the vypers go if I split them up guide will only affect 4 of them max. another kill point. but the ability to get cover save from one being in cover is good too.


 
   
Made in ca
Devastating Dark Reaper





Ahh true ture haha, forgot you were running them with starcannons and you want to get the most out of those. (i run mine with scatter lasers though i love starcannons so much, if i could guide them every turn i would proly take them too ).

And good point about kill points though i like to build armies that can handle objectives myself (as 2/3 games will be objectives if you roll off for scenario and deployment). I'm a mechdar guy (and all round Eldar fanatic) so kill points is trickier for me but its all how you play it and being an eldar player yourself im sure you know what i mean.

"We bring only death and leave only carrion, it is a message even a human can understand."  
   
Made in us
Wondering Why the Emperor Left





Im usually not picky about KPs but Vypers go down so easily, i have yet to play a game where they make i to the end. and for some crazy reason2/3 of my games a annihilation. I have no idea why, i once got 4 Annihilation games in a row. kinda of weird reason to prep for that specific game type but i want to keep guide on them all of them also


 
   
Made in us
Swift Swooping Hawk





Oklahoma

I don't know how well those starcannon vypers will perform. The only thing star cannons are good against is things with feel no pain.

I would put scatter laser and shuricannon. If you run the close enough the jetseers can guide them too, its really nasty.

I don't run jetbike lists but I know alot of people like to run a seer council. You should make 2 lists one with a seer council or two and this one then see which one is better.

Craftworlds Eldar: 8500
Dark Eldar: 1000
Harlequins: 1000
Raven Guard: 1500
Tyranids: 1500
 
   
Made in au
Horrific Howling Banshee





Fortune on bikes is a lot worse than you'd think, for one reason: you can not Fortune and then Turbo-Boost if you're in the same unit (BRB p76, "so they cannot [...] execute any other voluntary action in the same turn". This means you are putting fortune on their 3+ armour save, which is not going to protect your squad as much as you'd like.

Fortune is amazing on Jetbike Seer Councils because they have a 3+ and 4++ saves, and fortune affects both. If you don't want to bring a jetseer council, I'd recommend dropping points and slimming down those farseers to just Doom, and one with warding. You could even drop 1 farseer without much issue.

Starcannons have a nice profile, but are far too expensive to justify their worth. 2 shots at BS3 means 1 hit per turn per cannon, and even then its only 56% to kill a Terminator between wounding then invul save. "But I can guide them!" is just throwing even more points at them, where really, you'd do better with just more guns that are more efficient.

Vectored Engines are trash. If you go flat out on your serpent, even if you get penetrated, you still only have a 1/12 chance of taking an Immob result (1 in 6 on chart, then fail save), and it only prevents the wreck, you're still immobilized. 20 points? Leave them at home.

Even Star Engines aren't as good as you'd think. There are very few deployment setups where a 24" flat-out turn 1 then a 12" move, spin around and disembark move won't get you within melta range of their big thing on turn 2. Star Engines only come in late-game where you need to grab objectives, and even then only if you poorly positioned your skimmers in turns 3 and 4. A bit of foresight and strategic planning will make up for not taking Star Engines in almost every game.

Your bike squads are pretty beefy. They have large bases already, if you drop them to 7 models each (6 guardians, 2 cannons, embolden/speak warlock) then you'll be able to move them a lot more freely. Most of the time, you will reserve your bikes and Turbo-Boost them everywhere trying to keep them alive, so putting in too many models just makes them bigger targets, easier to get range on (esp to assault them), and generally its more points in your army NOT shooting.

Night Spinners are amazing in jetbike lists. We get out-gunned and out-assaulted by pretty much every army, so we might as well win the movement phase, and Night Spinners double our advantage by slowing his units to a crawl. Plus, since they're twin-linked, S6 rending large blast, they're not half bad at just killing stuff, either. Nothing funnier than clipping a Land Raider on the corner with the blast when hitting a squad, and then having the raider get immobilized on a 1 in his next turn, even though you couldn't hurt it with the blast!

5 dragons in a wave serpent with TL cannons are 180 points. Using these as suicide squads will get all of his infantry out of their transports early, and allow you to outmaneuver your opponents better. They are your most reliable and cost-effective anti-tank, and if the serpent lives, its great for turn-5 contesting. Take 3 if you can, they're better than Prisms (and so are Night Spinners).

Vypers are very fragile, but they can be useful. They are still fast skimmers, and I started using mine as heavy hitters (cannon + EML) but by the end, I just used them as cheap solo scatter laser platforms that went for objective grabbing late game. They can die to bolter fire, so keep them away from infantry units if you can. A Vyper that moved flat-out on turn 4 and is within 24" of an enemy objective will draw a lot of fire from a smart opponent, who fears the tank shock/normal move to contest on turn 5. However, serpents will always do this job better, so if you have a choice, bring the tanks. If your opponents allow IA, look up the Hornet, its a nice Vyper-Gravtank hybrid with 11/11/10 and not open topped, with walker-style double weapon spots. Shame they're forgeworld models.

Here is a list with the ideas I've added, while keeping as many of your models in as possible:

Farseer, warding, doom, bike, spear 128

6 bikes, 2 cannons, warlock, embolden, spear 205
6 bikes, 2 cannons, warlock, embolden, spear 205
6 bikes, 2 cannons, warlock, embolden, spear 205

5 dragons, serpent, TL cannon, stones 190
5 dragons, serpent, TL cannon, stones 190
5 dragons, serpent, TL cannon, stones 190

3 vypers, scatter lasers 180
3 vypers, scatter lasers 180

1 fire prism, holo fields 150
1 fire prism, holo fields 150
1 night spinner, holo fields 150

Total 1998

Practically your list, drops a farseer and a lot of upgrades, grabs 2 whole extra squads of dragons with transports and an extra warlock to run a 3rd unit of bikes. Even 3 troops at 2000 points is a little low, so you could drop 3 vypers to grab either more bikes or a 5-man avenger squad in a serpent with some point-shuffling to get a 4th scoring unit if needed. However, in a bike list, you can safely run 3 scoring units at 2k, I know from experience.

Whatever you choose, best of luck! Jetbike lists are a lot of fun and quite competitive, and a nice change to MSU serpent spam.

2000 points 28W 2D 1L 
   
Made in us
Elite Tyranid Warrior





@ TehScat I would argue that a farseer on a jetbike could fortune a squad and turboboost all in the same "turn" . Pg 28 in the eldar codex " powers " are used at the start of the eldar players turn and doesnt require line of sight " and turbo boosting says that you cannot do any "other" action, since the powers go off at the beginning of the turn I dont see how that even affects turbo boosting as that says " any other action" I would interpret that as doing any other action afterwards.....

This message was edited 1 time. Last update was at 2011/11/09 18:44:09


Im not larger than life , Im not taller than trees..
6000+ 1500+ 
   
Made in au
Horrific Howling Banshee





I understand what you're saying, that the power goes off before you make the move, but the rule is explicit in that you may take no other voluntary actions "in the same turn". Casting a psychic power in indeed a voluntary action, and it takes place in the same turn. If the Turbo-Boost rule said the unit may take no FURTHER actions that turn, then you'd have a case for it. However, the rule is very clear that you can turbo-boost and absolutely nothing else, including things before the turbo-boost.

You can, however, fortune the farseer and bikes, then have the farseer leave the unit and turbo-boost the bikes. Both "squads" will benefit from the fortune that turn, however your Farseer will be in the open with only a 4++ rerollable to save him from ID from lascannons, etc. It is completely NOT worth doing, and not worth fielding a farseer just for this one move.

2000 points 28W 2D 1L 
   
 
Forum Index » 40K Army Lists
Go to: