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Made in gb
Snord






So, thinking I could use more troops for my eldar army, and thought I'd ask for opinions

So I already have dire avengers and pathfinders. Are jetbikes worth it at all? I understand most of our units are over-priced, so are they worth it in comparison

What about guardians? Or should I just get more avengers or pathfinders?


Thanks in advance

Von Chogg

EDIT:
Currently, I run with eldrad and council in serpent, avengers and rangers, wraithguard in serpent (for scare tactics to attract fire more than anything.. :( ) fire dragons in a serpent, dark reapers and another hq chosen from maugan ra, a farseer and an autarch

This message was edited 1 time. Last update was at 2012/03/26 16:31:18


LunaHound wrote:Eldrad was responsible for 911 *disclaimer, because Eldrad is known to be a dick, making dick moves that takes eons to fruit.

tremere47 wrote:
fear leads to anger, anger leads to hate, hate, leads to triple riptide spam
 
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

What is your current army makeup? That's very important to answer your question correctly.
Von Chogg wrote: Are jetbikes worth it at all?
You can reserve them and objective-grab with them in late game. Most people don't view them as a big threat, so they don't get shot at often. Don't expect them to do much in killyness, and make em small.
Von Chogg wrote:What about guardians?
Again, we need to know your army makeup to help any further.

This message was edited 1 time. Last update was at 2012/03/26 13:20:00


 
   
Made in us
Fixture of Dakka





West Michigan, deep in Whitebread, USA

Are Kroot Mercenary units still legal to take in 5th edition games?

That's what my old 4th edition-gaming Eldar had for a troops choice(or more). 20 Kroot suddenly give an Eldar army a troops unit that has up to 40 attacks in close combat, but also have Bolt-guns equivalents (just with AP6 instead of 5) for ranged combat, for 181pts. Then I would give their Shaper a special weapon.

It was fun, because (in my opinion) they blew Storm Guardians out of the water.

This message was edited 1 time. Last update was at 2012/03/26 13:31:40




"By this point I'm convinced 100% that every single race in the 40k universe have somehow tapped into the ork ability to just have their tech work because they think it should."  
   
Made in se
Implacable Skitarii




Sweden

If you can stand the way they look, jetbikes are a good option. I'll hold off on buying JB's until they release new models.

WH40k - Blood Angels, Eldar 
   
Made in gb
Snord






AegisGrimm wrote:Are Kroot Mercenary units still legal to take in 5th edition games?

That's what my old 4th edition-gaming Eldar had for a troops choice(or more). 20 Kroot suddenly give an Eldar army a troops unit that has up to 40 attacks in close combat, but also have Bolt-guns equivalents (just with AP6 instead of 5) for ranged combat, for 181pts. Then I would give their Shaper a special weapon.

It was fun, because (in my opinion) they blew Storm Guardians out of the water.



You, my friend, are thinking of the tau I believe...

labmouse42 wrote:What is your current army makeup? That's very important to answer your question correctly.
Von Chogg wrote: Are jetbikes worth it at all?
You can reserve them and objective-grab with them in late game. Most people don't view them as a big threat, so they don't get shot at often. Don't expect them to do much in killyness, and make em small.
Von Chogg wrote:What about guardians?
Again, we need to know your army makeup to help any further.


Ah, of course. Currently, I run with eldrad and council in serpent, avengers and rangers, wraithguard in serpent (for scare tactics to attract fire more than anything.. :( ) fire dragons in a serpent, dark reapers and another hq chosen from maugan ra, a farseer and an autarch

Realised lately that spiders and guard don't do a whole lot, so I'm thinking of ditching the spiders, and getting more guard to be a troop (to be a hard as nail objective holder/taker) and am looking to fill the gap heh. I'll ammend it in the OP

Von Chogg

LunaHound wrote:Eldrad was responsible for 911 *disclaimer, because Eldrad is known to be a dick, making dick moves that takes eons to fruit.

tremere47 wrote:
fear leads to anger, anger leads to hate, hate, leads to triple riptide spam
 
   
Made in us
Ultramarine Master with Gauntlets of Macragge





Boston, MA

Von Chogg wrote:
You, my friend, are thinking of the tau I believe...

Kroot mercenaries were a list that could ally with anybody pretty much. It's an old Chapter Approved list that isn't legal anymore. For whatever reason, one of my more local stores allows it in their tournaments, but I've never seen it in action there.

Check out my Youtube channel!
 
   
Made in gb
Crazed Gorger




I like using Jetbikes for objective grabs and if you stick a warlock with them they are also fairly decent at hunting light to medium vehicles (shuriken cannon the rear/side then charge if it survives). I find guardian defenders can be useful for just sitting on an objective in your own deployment zone but they tend to die whenever I advance them much.
   
Made in us
Fixture of Dakka





Chicago

My review of Eldar troop units:

Rangers (Pathfinders): A poor unit. You can take them in small groups and they are somewhat effective, especially when paired with Doom. But, they're expensive and if they get assaulted or flamed, they're goners.
Guardians: A really bad unit. They are playable if you have an army on foot and keep an Avatar nearby.
Storm Guardians: A decent unit (by Eldar standards). They work great in a mech list, but need a Warlock with Destructor to be worthwhile. They are also somewhat viable in a foot list (just don't get them into CC, they're a unit of flamethrowers, nothing more).
Dire Avengers: A decent unit (by Eldar standards). They work amazingly well in a mech list, but do poorly on foot. Either run them as 5 with no upgrades, or 10 with Bladestorm and dual-catapults.
Guardian Jetbikes: An okay unit. Having 1 or 2 in an army (either mech or foot) can be good. Don't try and kill things with them (apart from the occasional shuriken cannon shot), and just use them to steal an objective at the end of the game. Must have a Warlock with Embolden.
Wraithguard: A poor unit. They're tough and have decent guns. But, they're slow (since you can't take the troop version in a WS), they have very limited range, and they're incredibly expensive. Only take the troop version if you're playing a fluffy list.

6000pts

DS:80S++G++M-B-I+Pw40k98-D++A++/areWD-R+T(D)DM+

What do Humans know of our pain? We have sung songs of lament since before your ancestors crawled on their bellies from the sea.

Join the fight against the zombie horde! 
   
Made in us
Fixture of Dakka





West Michigan, deep in Whitebread, USA

Kroot mercenaries were a list that could ally with anybody pretty much. It's an old Chapter Approved list that isn't legal anymore. For whatever reason, one of my more local stores allows it in their tournaments, but I've never seen it in action there.


I'm not really sure why it wouldn't be legal anymore to play with their Chapter Approved rules.

If anything, their list is probably a great deal underpowered and most of the models over-costed by modern codex standards. And they actually couldn't work with a lot of mainstream armies: (No Loyalist Space Marines of any flavor, Necrons, Sisters of Battle, Tau or Tyranids.) Basically it was Chaos forces, Orks, Imperial Guard, both flavors of Eldar, or by themselves. They were/are a fun way to add a bit of spice to an army.

I'd rather see them than yet another GK or BA list.



"By this point I'm convinced 100% that every single race in the 40k universe have somehow tapped into the ork ability to just have their tech work because they think it should."  
   
Made in gb
Snord






Grakmar wrote:My review of Eldar troop units:

Rangers (Pathfinders): A poor unit. You can take them in small groups and they are somewhat effective, especially when paired with Doom. But, they're expensive and if they get assaulted or flamed, they're goners.
Guardians: A really bad unit. They are playable if you have an army on foot and keep an Avatar nearby.
Storm Guardians: A decent unit (by Eldar standards). They work great in a mech list, but need a Warlock with Destructor to be worthwhile. They are also somewhat viable in a foot list (just don't get them into CC, they're a unit of flamethrowers, nothing more).
Dire Avengers: A decent unit (by Eldar standards). They work amazingly well in a mech list, but do poorly on foot. Either run them as 5 with no upgrades, or 10 with Bladestorm and dual-catapults.
Guardian Jetbikes: An okay unit. Having 1 or 2 in an army (either mech or foot) can be good. Don't try and kill things with them (apart from the occasional shuriken cannon shot), and just use them to steal an objective at the end of the game. Must have a Warlock with Embolden.
Wraithguard: A poor unit. They're tough and have decent guns. But, they're slow (since you can't take the troop version in a WS), they have very limited range, and they're incredibly expensive. Only take the troop version if you're playing a fluffy list.


Ah, thanks Might convert up some storm guardians... And get some jetbikes and more wave serpents

Thanks all

Automatically Appended Next Post:
AegisGrimm wrote:
Kroot mercenaries were a list that could ally with anybody pretty much. It's an old Chapter Approved list that isn't legal anymore. For whatever reason, one of my more local stores allows it in their tournaments, but I've never seen it in action there.


I'm not really sure why it wouldn't be legal anymore to play with their Chapter Approved rules.

If anything, their list is probably a great deal underpowered and most of the models over-costed by modern codex standards. And they actually couldn't work with a lot of mainstream armies: (No Loyalist Space Marines of any flavor, Necrons, Sisters of Battle, Tau or Tyranids.) Basically it was Chaos forces, Orks, Imperial Guard, both flavors of Eldar, or by themselves. They were/are a fun way to add a bit of spice to an army.

I'd rather see them than yet another GK or BA list.


Oddly enough, I excell against marines and Nids haha. Not fought a decent tau army or necron army, but I'll take it as it comes

Von Chogg

This message was edited 2 times. Last update was at 2012/03/26 18:45:21


LunaHound wrote:Eldrad was responsible for 911 *disclaimer, because Eldrad is known to be a dick, making dick moves that takes eons to fruit.

tremere47 wrote:
fear leads to anger, anger leads to hate, hate, leads to triple riptide spam
 
   
Made in us
Shadowy Grot Kommittee Memba




The Great State of New Jersey

I disagree with a couple of Grakmar's points.

1. Rangers (Pathfinders): Awesome unit, if you're going to take them, take Pathfinders. An eldar unit with a 2+ cover save and what basically amounts to super-rending is totally worth it. You're not going to completely wipe squads with them, but against MEQ's you can count on killing a handful, and forcing pinning tests never hurt either.

2. Wraithguard: Likewise, an awesome unit. Run two units of them with Eldrad casting Fortune on both every turn and they aren't going anywhere. T6 w/ a re-rollable 3+ save? They will become fire magnets, but they will utterly destroy anything you turn their guns towards (except horde units, which they will hurt but not kill). Take Spiritseer with Enhance to give the unit a bit more OOMPH! in close combat.

CoALabaer wrote:
Wargamers hate two things: the state of the game and change.
 
   
Made in us
Fixture of Dakka





Chicago

chaos0xomega wrote:2. Wraithguard: Likewise, an awesome unit. Run two units of them with Eldrad casting Fortune on both every turn and they aren't going anywhere. T6 w/ a re-rollable 3+ save? They will become fire magnets, but they will utterly destroy anything you turn their guns towards (except horde units, which they will hurt but not kill). Take Spiritseer with Enhance to give the unit a bit more OOMPH! in close combat.

10 Wraithguard + Warlock (Spiritseer + Enhance) = 396 Points
10 Wraithguard + Warlock (Spiritseer + Enhance) = 396 Points
Eldrad = 210 Points

Total = 1002 Points


So, you've spent 1000 points to fill your basic requirements of 2 troops + HQ. You now have 2 units that are rather difficult to kill, but only have a 12" weapon range and need to walk everywhere. Oh, and if you happen to go against IG with a Leman Russ or any other army with AP3, your "difficult to kill" troops suddenly become "wipe these out without breaking a sweat".

6000pts

DS:80S++G++M-B-I+Pw40k98-D++A++/areWD-R+T(D)DM+

What do Humans know of our pain? We have sung songs of lament since before your ancestors crawled on their bellies from the sea.

Join the fight against the zombie horde! 
   
Made in us
Shadowy Grot Kommittee Memba




The Great State of New Jersey

4+ cover save...

CoALabaer wrote:
Wargamers hate two things: the state of the game and change.
 
   
Made in us
Fixture of Dakka





Chicago

chaos0xomega wrote:4+ cover save...

From? You can't sit back and use cover, you need to charge forward so that something will actually get within range of their 12" guns. And, you won't be able to hop from cover to cover as you can't move very fast. Sure, sometimes you'll get a cover save, but you won't be able to rely on one.

6000pts

DS:80S++G++M-B-I+Pw40k98-D++A++/areWD-R+T(D)DM+

What do Humans know of our pain? We have sung songs of lament since before your ancestors crawled on their bellies from the sea.

Join the fight against the zombie horde! 
   
Made in us
Shadowy Grot Kommittee Memba




The Great State of New Jersey

You're acting as though you wont have another 850 pts of models in the average tournament game... I have personally seen wraithwall armies absolutely roflstomp even the most competitive power builds (and no,I was not the one playing them).

CoALabaer wrote:
Wargamers hate two things: the state of the game and change.
 
   
 
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