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![[Post New]](/s/i/i.gif) 2012/05/29 03:03:42
Subject: Eldar vs. Thousand Sons
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Flower Picking Eldar Youth
Chicago
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So I'm trying to beat a Thousand Sons army with my Eldar one, we're playing at 1100 pts (I'm a bit of a newbie so be gentle  )
Farseer
Runes of Warding
Runes of Witnessing
Spirit Stones
Doom
Guide
Mind War
3 Warlocks
2 Destructor
1 Enhance
1 Singing Spear
1 Spiritseer
10 Dire Avengers
Exarch w/ Twin Shuri Catapults
Bladestorm
8 Dire Avengers
Exarch w/ Power Weapon + Shimmershield
Bladestorm
Defend
10 Guardians
Scatter Laser platform
5 Dark Reapers
Exarch w/ Tempest Launcher
Fast shot
5 Warp Spiders
Exarch w/ extra death spinner +powerblades
Withdraw
Wraithlord
Wraithsword
Scatter laser
All of his thousand sons have the mark of tzeench, so I figured that just firing a lot of bullets would be the best way to overcome it. He uses a lot of rubic marines w/ sorcerers for the most part, as he very much enjoys the fluff.
Thanks for the help!
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Death and Fate have taken the stage. |
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![[Post New]](/s/i/i.gif) 2012/05/29 09:18:00
Subject: Eldar vs. Thousand Sons
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Ladies Love the Vibro-Cannon Operator
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Well, so you're taking a foot slogging list. Is the TS army also foot slogging or mounted in Rhino. In view of the latter, you need some armor penetrating weapons.
The Farseer is over the top. Give her runes of warding, doom, guide and stones.
Moreover, if you want Warlocks, you need a minimum of 6 with enhance and embolden, both taken once.
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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 |
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![[Post New]](/s/i/i.gif) 2012/05/29 12:36:29
Subject: Eldar vs. Thousand Sons
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Executing Exarch
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I would drop the warlocks altogether, too small of a squad and no fortune just means an easy kill point. Give one of the warlocks to the guardian squad with embolden, maybe a spear. Bladestorm is a force multiplier, so max out the second avenger squad to ten. Also drop defend. Give the reaper exarch crack shot instead of fast shot. Even with his invul save, better to re roll to wound. Wraithswords look cool, but are pretty awful. For the same points you could get a shuriken cannon. I would upgrade it to an EML for more anti tank. Also make sure you have dual flamers on the lord.
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This message was edited 1 time. Last update was at 2012/05/29 12:38:14
The most important rule of 40K-Page XVII of the 6th edition rulebook, the figure at the top right of the page. "Shake hands with your opponent and thank them for a good battle and fun experience." Then go out for a beer.
Shine bright like Iyanden |
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![[Post New]](/s/i/i.gif) 2012/05/29 12:44:44
Subject: Eldar vs. Thousand Sons
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Ultramarine Chaplain with Hate to Spare
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Drop the Farsser and Warlocks for Eldrad.
The Dire Avenger squads are good but need Wave Serpents. Defend is only good on a full squad with Eldrad (and preferably an Autarch) in toe, then they are mean in combat.
Guardians are worthless drop them (that gets you 1 wave Serpent).
Warp spiders are meh and should be taken at higher point levels.
All the AP3 and armour ignoring stuff is largely wasted on a 4++ army like thousand sons. Take as many twin-Scaytter Laser war walkers as points allows ('m guessing with other suggestion you'd probably fit in about 6). They will shred your opponent from range (a weakness of the thousand sons) and shread the Rhinos and guys inside equally well. That way you take their 4++ save (which they're paying a lot of points for) out of the game. Using the Eldar strengths of manouvrability and S6 spam to the fore.
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![[Post New]](/s/i/i.gif) 2012/05/29 15:18:57
Subject: Eldar vs. Thousand Sons
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Flower Picking Eldar Youth
Chicago
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Dr. Serling wrote:
Wraithswords look cool, but are pretty awful. For the same points you could get a shuriken cannon. I would upgrade it to an EML for more anti tank. Also make sure you have dual flamers on the lord.
My thought with the wraithsword was to move him forward, draw some enemy fire (not all), scatter laser a few times, then run him into assault with flamers blazing. I've noticed the TS are fairly durable and combining that with their invuln save they just outlast me in melee combat. I was hoping that the WL could help relieve that problem and allow me to keep my other units where they belong (at a range). Is that not very viable?
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Death and Fate have taken the stage. |
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![[Post New]](/s/i/i.gif) 2012/05/29 15:41:23
Subject: Eldar vs. Thousand Sons
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Executing Exarch
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ledeathjester wrote:Dr. Serling wrote:
Wraithswords look cool, but are pretty awful. For the same points you could get a shuriken cannon. I would upgrade it to an EML for more anti tank. Also make sure you have dual flamers on the lord.
My thought with the wraithsword was to move him forward, draw some enemy fire (not all), scatter laser a few times, then run him into assault with flamers blazing. I've noticed the TS are fairly durable and combining that with their invuln save they just outlast me in melee combat. I was hoping that the WL could help relieve that problem and allow me to keep my other units where they belong (at a range). Is that not very viable?
Wraithlords love to be in CC. This is a great idea, as normal marines cannot harm him. Be careful if the unit has a powerfist, but if not just stand there and slowly smash em to pieces.
Thing is, while your going up the board you need to be going up guns blazing. Being a monsterous creature, he can shoot two guns a turn and the flamers are there for assault prep(they are also twin linked so you can shoot the scatter). Another gun gives you more tankbusting(something you need) and more dakka, which you can never have too much of. Paying 10 points to re roll two attacks in CC a turn is meh, for the same price you can get a shuriken cannon. An EML adds more anti tank power for only 15 points more. Wraithlords are not CC gods, just really powerful tarpits and tank destroyers.
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The most important rule of 40K-Page XVII of the 6th edition rulebook, the figure at the top right of the page. "Shake hands with your opponent and thank them for a good battle and fun experience." Then go out for a beer.
Shine bright like Iyanden |
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![[Post New]](/s/i/i.gif) 2012/05/29 19:23:16
Subject: Eldar vs. Thousand Sons
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Tough Tyrant Guard
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If you can get a squad of 3 war walkers with 2 x scatter lasers in their (maybe get rid of the warp spiders and reapers) then they should help you with ranged firepower. Outflank for side shots on Rhinos or keep them in you backfield with guide to lay down some pain from range.
Agreed about the warlocks and DAs, drop the first and max the latter. Non-mech Eldar need things like conceal and fortune to remain durable, and since we're not going for wraith-wall then an avatar might also help you here. That fearless bubble should stop your unit running away and he'll act as another fire magnet alongside your wraithlord.
A list I might change it to would be something like this (points values rough only)
Eldrad,
Avatar
DA x 10, Exarch, Bladestorm
DA x 10, Exarch, Bladestorm
Guardians x 10, EML
Wraitlord, EML, Bright lance
War walkers x 3, Double scatter lasers
Just some food for thought- hope it helps!
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