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2012/05/26 04:50:55
Subject: Eldar 1850pt Fun/competitive (C&C Needed)
Warp Spider Pheonix Lord ...... 220 (I posted a topic in proposed rules for this a while back and I want to try it out. Let me know if you think its overpowered but I don't think it is)
Wargear: Warp Jump Generator, Death Web, Latrodectus
Special Rules: Independent Character, Fleet of Foot, Fearless, Eternal Warrior, Desciples(Warp Spiders)
Surprise Assault, Withdraw, Master of the Warp, Parry 5+
Death Web: Range:12" Str: 6 AP: - Assault 4, Rending (Improved death spinner)
Latrodectus: Powerblades that are 3+ poison weapons.
Parry: The Phoenix Lord gets a 5+ invulnerable in close combat.
Master of the Warp: The phoenix lord guides his squad through the warp. Roll 3d6 and take out the lowest; if two of the same number are left, remove a model from the squad.
Eldrad ...... 210
10 Dire Avengers ...... 152
Exarch w/ Dual Pults & Bladestorm
10 Dire Avengers ...... 157
Exarch w/ Dire Sword + Shuripistol & Bladestorm
2 x Wave Serpent ...... 250
TL Scatterlaser & SS
2 x 5 Fire Dragons ...... 160
2 x Wave Serpent ...... 220
TL Shuricannon & SS
I know Warp Spiders aren't the most competitive choice but I want to see if a pheonix lord can change that. I know how to use warp spiders and I have 20 of them so I want to put them to use.
The Avengers stay in their serpent until the moment is right, fire dragons take out tanks, fire prisms take out any infantry or AT if I need it, and warp spiders jump-shoot-jump or jump-shoot-assault anything they can (I plan on being extra careful with them). The Pheonix lord should really help in combat and adds a nice punch with shooting also. As always, my list has eldrad because he has everything I could want from a farseer. An extra power than normal, deployment shenanigans, and runes of warding. He helps keep eldar competitive IMO. Anywho - the only thing i'm 100% on keeping is the warp spiders. Because the idea is to try the unit out.
Fire dragons is a must use for eldar. Its just a really really good anti-tank unit. Other AT units are a lot more points or not as effective.
2 Squads will cost more points and be harder to move around and assault with. Warp spiders are a fairly fragile unit but terrain permitting I would be able to hide them. Like I said, I'm planning on playing extremely carefully with the spiders.
Thanks for the suggestion, I'm aware of what battle cannons can do. I hate them.
Good job on the Phoenix Lord, especially the 3+ poison weapon. You might want to just clarify what exactly the 3d6 for Master of the Warp is for for those that don't know how the Spiders jump works Also, the Diresword on your exarch probably isn't the bet choice for him. I love the idea of it, but in practice it under-performs like there's no tomorrow!