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Made in us
Furious Fire Dragon





Chicago

Hey all,

So I've been trying to get some game in on Vassal. I've been trying to stick with the same lists that I would be able to use IRL. I've been reading the batreps by Smitty and pretty much anyone else who posts with Eldar. I've been cobbling together lists based on the discussions in the forum (trying to modify them to conform with models I have, when possible). I've been getting trounced.

This is what I have IRL:
Spoiler:

HQ
1xAutarch
1xFarseer
1xWarlock
1xAutarch (jetbike)
1xFarseer (jetbike)
7xWarlock (jetbike)


Troops
19xDA
2xDA Exarch
20xGuardians
2xHW platforms

Elite
10xFD
2xFD Exarch
4xHowling Banshees
1xHB Exarch
5xStriking Scorpions

Fast Attack
7xSwooping Hawks
4xWarp Spiders
1xWS Exarch

Heavy Support
5xWar Walkers
1xFalcon

Transport
4xWave Serpents


I have been playing a friend IRL who plays SM and haven't had nearly as much trouble, but he's newer to the game as well and we both focused on buying models we liked as opposed to trying to build a super competitive list. On Vassal, however, I've been tabled twice out of 3 games.

The first game was against BA. I don't remember exactly what his list was, but I think it was around 1500 to 2000. His list was 3x units of marines with jump packs and 1x in a droppod, 2x priests, a librarian, 2x Furiosos in pods, and 3x Predators (there might have been more). My list was a JetSeerCouncil w/ Autarch, 2s FD in WS, 2x 6-man JetGuardians, 1x 3-WW squadron, and 2x Fire Prisms (I've been thinking of buying some). I punted on the first turn (having won the roll, I went second and full reserved). That probably cost me the game before I even got on the table. As far as I remember he was right on top of me as soon as I was on the board and killed my Autarch in the first CC, but I forgot the extra attack from charge. I got rid of the Furiosos pretty easily and could maybe have gotten a Predator if we'd continued. I was very unimpressed with the Fire Prisms and JetGuardians. Anyway.

The other game was against Necron. It was 1000pts. His list was 2x Anhiliation Barges, 1x Command Barge w/ an HQ that could do "sweeping attacks", 2x Stalkers, and 2x units of Immortals. I had a Farseer, 2x DA in WS, 2x FD in WS, and 3x WW. All my HS was only S6 and once my FDs were dead (having exchanged for only 1 stalker), I only had the Farseer who could touch his armor.

Here's what I remember of the battle:
Spoiler:

C&C, Spearhead

Turn 1
Necron all move up and shoot, immobilizing the WS with DA and Farseer that was shielding the WWs.
Eldar Flat-out FD WSs, shooting kills a few Immortals.

Turn 2
Necron move toward FD WSs, one is brewed up, the other immobilised (he's rolling a lot of 6s with his rending weapons and I forgot the 4+ cover save for F-O). A couple of FDs are killed in the explosion and the rest are killed by other shooting.
Eldar don't really have much to move anymore. FDs kill a stalker, everything else fires into the Immortals and wipes the unit.

Turn 3
Necron move toward the WWs and shoot, flaming the FDs to death.
Eldar concede since I couldn't even glance his units anymore, until I remember that I have a Farseer with a singing spear. So game continues for fun. WS with DA F-O toward his objective (maybe I can contest). Farseer moves to attack the Command Barge that F-Oed close. SS does nothing, fail assault.

Turn 4
Necron doesn't really move anymore, just blasts away at me. All my WSs are trashed. DAs cut apart, WW wrecked.
Eldar doesn't really move anymore either. Farseer and 1x DA miss SS attack on Command Barge, miss assault.

Turn 5
Necron disembarks HQ guy from Command Barge he assaults Farseer and kills DA. He gets 4 attacks (all PW), Farseer gets 1. Game over.



I'm going to start doing more complete batreps to help me analyze and review, but I just thought I'd ask if I was committing some obvious errors or what others might have done instead.
   
Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

Sounds like your issue is killing vehicles. I would suggest the following

Two units of 5 fire dragons and exarch in wave serpents

One unit of 3 war walkers with scatter lasers

Two units of 10 guardians with brightlance weapon

Then I would simply toss in a farseer on bike, with the warlocks in bikes or use a farseer in another wave serpent with 10 banshees (just use the scorpians for counts as) and have them support the fire dragons. Hell you could do both.

This idea provides you with 3 ranged options against tanks, 2 close killy tank killer units and one unit of either even more support in shooting or melee death.

As for dealing with the BA, the banshees would have solved that problem easily, as would have deploying rather than arriving piecemeal.

Just make sure to support your fire dragons, don't blast forward and expect to live after they get out if nothings around to help. Generally speaking for each 500 points your army needs 2-3 anti-tank weapons. The str 6 scatter lasers work well against light vehicles, but the bright lances on the guardian units will surprise you as to how useful they can be.

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Made in us
Furious Fire Dragon





Chicago

Both of these were sort of blind builds. I knew the points, but not the opponent.

For what it's worth, I did have 2 FD squads in WSs. I had as many SL WWs as I could fit in the points. I didn't have guardians, but I've never been really impressed with them (they can't seem to hit much and die pretty quickly/easily).

I guess my problem is that I'm not sure how I can support my FDs. Eldar seem full of single use units - you move, shoot, die. I've read batreps where they win games. I'm just not able to repeat their success (or luck).

 
   
Made in us
Regular Dakkanaut




USA

You can also try using your wyches to flank the kan wall and assault whatever unit of boys the KFF mek is attached to. If nothing else, the pile-in move will pull the mek 6 inches away from the rest of his units.
   
Made in us
Furious Fire Dragon





Chicago

Waaaaghmaster wrote:You can also try using your wyches to flank the kan wall and assault whatever unit of boys the KFF mek is attached to. If nothing else, the pile-in move will pull the mek 6 inches away from the rest of his units.


I'm playing Eldar and haven't played Orks yet. I have Howling Banshees and have considered trying to get them into range with Wave Serpents, but since Eldar don't have an assault transport it makes it a little tougher.

I guess, by question is, when I run as strong of an anti-tank list as I think is possible, I still get tabled. How do you "cover" your vulnerable units? Do you slog your units in a big glob across the table? What's the advantage of WS mobility (fast skimmer) if you're just running them into a wall? Are they basically armor to get them close? How do I keep everybody alive after that initial salvo (because their out of their ride and it's probably destroyed by this point anyway)?

 
   
Made in gb
Fresh-Faced New User





I have the similar problems as mars with Eldar, I would appreciate the help as well. Thank-you.
   
Made in us
Longtime Dakkanaut






Dallas Texas

If you can ask specific questions that would help.

This post basically has 2 questions
1) How to Win at Eldar.
2) How to Win Warhammer 40k.

Both are different questions, but both are the same questions.

I would like to start off by saying that games below 1500 points are generally based on army composition. I wouldnt really judge games below 1500 points, because games at that low point level are alot of time won purely by the units on the table, and theres nothing you can do about it.

As far as being good at warhammer 40k, Its a very tough game. Alot of it is "innate" understanding. Theres a hundred different factors that makes someone a good warhammer 40k player, Ill touch on some of those first.

Id also like to add that 6th edition is comming out very soon. Im not sure exactly how it will change the game, but chances are Eldar tactica will change dramatically, meaning that knowlege about the Eldar codex might not matter.


General 40k Knowlege - Knowing the "basics" of every warhammer 40k unit is important. When you look at an opponents list, you need to know instantly how their list works. What units are good at what. What are your opponents anti tank units? What are his close combat units? What are his long range/short range units. Which units are his support and scoring units. If you look at an opponents list and you dont understand the basics of it, your probably loosing games to being surprised and not knowing what a unit can do. Lets look at a unit of Devastators. When you see that you should realize. Ok they are long range. There strength is long range shooting, they will probably be in cover, their weakness is volume of shots or close combat.

Lets see a list of Tyranids. You see a Tyrgon. You should think "ok it can deep strike". Its a monsterous creature with alot of toughness 6 wounds. I need to avoid close combat, and I need to use X unit in my army to deal with it.

Spacial Awareness - You need to know how far 6" , 12", 24" , 36" is. You need to know if your units are in assault range, and if your troops are in shooting/melta range. Alot of this comes with time, but you need to know numbers.

Unit Strengths - You need to use your units to their strengths. If your Howling Banshees are getting gunned down in the open, and your Fire Dragons are stuck in your backfield, your not using your strengths very well.

The Mission : Book missions arnt very good. Any Good tournament will have multiple objective and modifiers, that are all very hard to attain. If you look at some of the missions I play, they could Be Kill Points / Objectives / Table Quarters for the Primary. Alot of times it doesnt matter what army you bring, It matters how you play the mission. You need to look at what advantages you have over your opponent. If your opponent has a draigo wing with 5 Kill Points, and you have 25 Kill Points, you should probably accept the fact that your going to loose kill points, and that you need to go for the other objectives.

Making good decisions comes with time. You need to learn your armies capabilites. You cant ask your units to overcome a 60% mathmatical odd. If you need to kill 5 Tactical Marines to win the game, and the only thing you have left to shoot is 5 dire Avengers. Well they will get around 6-7 hits, and around 3-4 wounds, which means around 1 space marine will die. You need to know mathmatically what every unit can do.

Deployment - Eldar can get away with bad deployment, but deployment is really really important. You need to think. Ok X unit needs to do X. IE: Fire Dragons need to Kill Land Raider. Now if you put your fire dragon in the back corner on spearhead, that probably isnt the best idea especially if your going first. IF you put the fire dragons serpent in front, and are able to get to his land raider, you will be more likely to kill it. You need to map out in your mind where every unit needs to go before the game starts. If there are 5 objectives, and you are NEVER able to contest 2 objectives due to deployment, you probably arnt deploying well. You need to deploy your forces in a way that maximises there intended purpose. A units intended purpose is based entirely about what units your opponent has, based on the mission.

using your army as ONE - This is one of the biggest things that people do wrong. One of my favorite players "Brian or Spellbound" is really good at using his army as One. Alot of people see units as a large group of non connected aspects. A Good 40k general will see his army as an orchaestra that comes together to acomplish a single Task.
1) Never Leave units out in the open. Always set up for a counter attack (like chess). If your fire Dragons get out, put something next to them to counter charge or shoot whatever kills the dragons. Never let your opponent kill something without reprocssions. Always make them pay more for the damage they do.
2) Never split your army up entirely. Now I dont mean literally to keep your unit together. Your entire army should be acomplishing the same thing. Your playing blood angels and you have a triple lascannon pred. Its ok if the predator is on the other side of the board, because its still in the fight.
3) Alot of times I see people deploy their army badly. If your loosing alot its good to look at.

Turn Efficiency Ratio = % of your army engaged / % of your opponents army engaged. The larger the number, the better.

Alot of times you will see players put units out by themselves to get picked off. If you read my battle report you see people do this all the time. They move out 1 unit to fight against my entire army, and it doesnt work. If you look at how I play, I never put a unit off by itself. I always stay very closely together to optimize my damage out put.

It doesnt matter how much stuff you put on a table, it matters how effectievly you use that stuff when its on the table.

Besides warhammer 40k , there are alot of Eldar stuff you can do. Here are a few tips Ive learned.

1) Always put scatter Lasers on troop transports. The extra 12" range really helps them stay alive.
2) Always turbo boost Fire Dragons towards their kill targets. Your chances of making it their are much higher. IF you read my reps my dragons very rarely go down before they reach their target.
3) Kill dreds with rear shots from your tanks. Fly the tank over and shoot the dred in the rear. This is one of the few ways eldar can kill Dreds.
4) Put your Fire dragons on armor 12, Paladins, or anything that you cant deal with. Use them as quickly as possible.

There are 4 main ways to Play Eldar
1) Mech Heavy - What I did at Alamo.
2) War Walker Spam - What I did at railhead
3) FootDar - what Reecius does. Basically make an 18" zone that whatever walks in dies.
4) DerpDar - For all the other strategies that work. (Karandras with a seer council goes here).

Fire Dragons are great.

Davu in serpents are Great.

Farseers/Autarchs are great.

Fast attack is pretty bad.

War walkers should always be used in excess. If you use them you need guide.
Falcons always need holo fields. Put DAVU inside.
Fire Prisms should always be used in pairs.


As far as everything else. you can ask more specific questions. How do you deal with X, and ill answer it the best I can. Alot of times as an eldar general you just need to outplay your opponent. Its sad, but alot of times I out play my opponent and I win by very small margins. Quite frankly there are alot of armies that are easier to play as, and are more damaging than Eldar. Winning with Eldar is that much more fun tho.

I would take your games youve played so far, and I would look at your units and what they killed. Eventually you will see a trend, of units that do alot of work, and units that do generally nothing. Eventually you will find a group of units that support eachother, and have damage, board coverage, mobility, and survivability. Eventually you will loose to every type of list out there (as I have), and you will learn from those losses as to how to beat every list out there. Most armies (besides grey knights) have weaknesses, and if you can learn to exploit every units weakness you will be a great general.

IF you have any specific questions , shoot me a PM.

Good luck!

5000+ pts. Eldar 2500pts
"The only thing that match's the Eldar's firepower, is their arrogance".
8th General at Alamo GT 2011.
Tied 2nd General Alamo GT 2012
Top General Lower Bracket Railhead 2011
Top General Railhead 2012
# of Local Tournaments Won: 4
28-9-1 In Tournaments As Eldar.
Maintained a 75% Win Ratio As Eldar in 5th Edition GT's.



 
   
Made in us
Swift Swooping Hawk





Massachusetts

Smitty - nicely done.

OP - also check out the tactics forums on 40konline - they helped me adapt to 40K after many years away from the game.

also wayofsaimhann, eldarcorsair both are channels on youtube. both great Eldar players, with very different selection and implementation of units. Good to learn from.

The above advice is spot on. Use the basics of what Smitty is telling you above, watch some youtube... and make some lists. Play them out. 1500+ is good for eldar, much smaller and the old codex shows how expensive the eldar really are. They can play and win at -1500, it just takes even more practice and precision at those lower points battles.

A final note - There are units in the codex which are MUCH most cost efficient than other choices, but you'll notice as you become more familiar with the Codex and playing it, you'll expand your choices (and collection) more too. For example, I personally am a HUGE fan of Warp Spiders, but on paper they are not as good as other units in the book who do effectively the same thing (I'm looking at you SL Warwalkers), but I manage to use them very successfully in every battle.

You'll find your magic combinations as you play more. Do not be put off by people who swear the eldar can only be played this way, or that way. If you check out Reece, Eldarcorsair, Fritz40k, miniwargaming Joe, and many other good eldar players out there, you'll realize it is the general who uses the units which matters more. You can win and be competitive with any choice in the codex (except maybe swooping hawks - lol).

This message was edited 1 time. Last update was at 2012/06/20 16:04:27


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Made in us
Furious Fire Dragon





Chicago

@ Smitty: Ok, so how about Necron? I had 4 WS (ShuriCannons), 2 FD, 2 DA, a Farseer w/ Singing Spear, and 3 War Walkers.

Lots of S6, but only the 2 FDs and Farseer who could touch his armor. I tried to kill off his scoring units, and I could have rammed, but once he whipped out those AT units I was screwed.

Out of 2 Stalkers, 2 Assault Barges, 1 Command Barge w/ HQ embarked, and 2 Immortals what should my target prioritization be?

How about the BA example? If I had not lost my mind with my set up (giving up 1st turn and going all reserve) could I have countered his 3 jump pack troups (along with everything else)?

This message was edited 2 times. Last update was at 2012/06/20 16:49:42


 
   
Made in au
Fighter Pilot




Townsville, Queensland

Your list building will come to you when you start playing eldar. I personally love Guardian defenders with scatter lasers. However, to use guardians to a good extent you need to know your ranges very well(judging your distances) I use howling banshees in a wave serpent as a counter attack or to pick off weak points off the enemy's army. They work really well like this. Guiding the banshees and dooming the unit they charge is good. Never charge them into a unit that you know they can't take on full strengh. Also look into what enemy units are around that are capable of taking down them banshees by joining the assault if it's still going or shooting them if they win combat.Lots of little things matter with Eldar that you don't need to worry about with other codex's.

Message, Eldar are not forgiving if you make a mistake. Where as marines are for example as they are tough. Or imperial guard as they are so numbersome so they can both have some forgiveness for a mistake. Eldar will not go well with getting your fire dragons killed or that unit of guardians.

Protect your farseer/Eldrad at all costs. If you use a pyschic Eldar list, if they die the list dies basily. Think about where you place every unit as to not get them killed. The game is won by placement, unit selection, rating what is most dangerous(forgot what they call it now XD) and alot of luck. You have no hope if you can't get a hit now can you? We all have them kind of games so don't worry if your dice just miss everything, it happens. Hope this helps.

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1 squad

Leigen_Zero

"Armour? orks have armour? 6+ you say?

I don't think I've ever had to roll an armour save for my boyz outside of CC "


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Made in gb
Fresh-Faced New User




Leicester

Thanks so far smitty, that info is all daned useful

The Darkness consumes! 
   
Made in ca
Avatar of the Bloody-Handed God





Inactive

1 unit of Fire dragon is enough, they are like suicidal units, and they wont last long once out of their transport.

You can use Seer council with singing spears, pretty deadly against vehicle and everything else.

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Made in ca
Devastating Dark Reaper





With 2 units of dragons and a seer council you should be perfectly fine for anti tank.

@mars:

For the answer to vs necrons just know they will be one of your toughest matchups between their anti tank and warrior who is a dire avenger with dif gun and is one more point but WAY better.

But basically in my mind i always take star engines on everything that needs to get close (i also run my council on foot in a serpent). So turn one you see his stalks and zip out and kill them both by turn 2 (you move 36" with star engines turn one turn two you can either hop out and shoot them or move 12" and then shoot them)

if his units are out of the tanks too then dont forget your doom and dire avengers even ten of them can cause horrific damage to a doomed necron warrior squad.

But just looking at your list you really i can only see one problem, the war walkers. they arnt supported by anything and honestly IMO with doom more dire avengers would be more effective for the points. And then turn 3 just ram his puny little command barge to kingdom come, its only av 11 or something to that effect and open topped.

But yeah key to winning with eldar is knowledge. I advise either owning all codexes and learning them or just borrowing from friends (the second being the more reasonable but i bought them all in my case lol)

But with 6th coming out i wouldnt sweat it (though from what i can gather now necrons will want to make me puke based on how good they will be). But eldar will undoubtedly change substantially.

Best of luck! and remember synergy is key!

This message was edited 1 time. Last update was at 2012/06/24 01:50:50


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Made in us
Swift Swooping Hawk





Massachusetts

Deadlytoaster wrote: And then turn 3 just ram his puny little command barge to kingdom come, its only av 11 or something to that effect and open topped.


Av 13 until you destroy the Quantum Shielding... so ram only after you've penned once... and honestly from experience... it only takes 1 or 2 pens to bring down the command barge.

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Made in us
Furious Fire Dragon





Chicago

The challenge is, then, putting together an 'all comers' list since it seems almost impossible. If Eldar strength is based on synergy and units really have limited functionality vs. certain armies/units, how do you build a list (without knowing what's coming)?

 
   
Made in us
Swift Swooping Hawk





Massachusetts

Synergy is a problem and it is exactly why I almost always field a shooty Eldar force.

The Eldar CC units are so specialized that sometimes they can be irrelevant against the wrong foe. For example... what is a unit of ten banshees going to do against a genestealer horde, or a giant unit of boys... I mean yea they'll kill a bunch, but at what cost. Fortuned Scorpions could fair better in those cases.

but...

Dire avengers.... Fire Prisms.... Fire Dragons.... War Walkers.... Warp Spiders.... these are some of my favorite units and they are always effective. No matter the foe. They just need to be used in the proper proportions and with proper execution.

I am not saying a CC Eldar army isn't out there, but for me... try shooty, and then work in some counter assault units. This philosophy has helped me nail down a few different lists which I am confidant to use against any foe.

Another tip I can give is to play 1500-2000 point games. Anything smaller and it really limits the synergy you can achieve. Until you get familiar with the Eldar, I wouldn't try small games... which sounds counter-intuitive.

Essentially, You need to ensure you are covering your bases (I think I got all the basics below):

Anti-tank - get some tank popping ability out there. I like to ensure every unit has something to try and pop a vehicle. Even if it is only a one-shot... it's better than no shot. (Seer Council is incredible here, as are FD)

Anti-infantry - Luckily the book is full of options for this: War Walkers, Fire Prisms, Bladestorming Dire Avengers... tons of choices here.

Anti-Elite Infantry - Have something special aside for those units of Assault Termies or Paladins you might see out there. It's a dangerous place... be prepared. (Howling Banshees for CC, or FD for shooting)

Anti-Light/Medium Vehicles - Here are where those Scatter Lasers and Shuriken Cannons you have sprinkled across your list overlap a bit. STR6 shots are plenty good for most light/medium vehicles and also they hit the rear/sides of bigger vehicles pretty good too. Not to mention instant death on scarabs, and is proven to be effective against marines in a large volume.

I think if you have a few options for each of these catagories, you should have a good balanced force. Don’t let your list go without something in each of these catagories or with only one unit that can perform this task. The idea is redundancy… so your opponent can’t kill one of your units and completely make your army ineffective. (For example – if you only bring a single unit of five fire dragons to a battle… and your enemy has a few vehicles… he’ll isolate your FD and you’ll be hamstrung for the rest of the match. So, ensure that when/if those FD go down… someone else is there to step in and kill that armour.)

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Made in us
Knight of the Inner Circle






6th edition is on Saturday, it will change how we play our armies, I would ask again then.

As it is now however, the most effective lists are 9 war walkers and fire dragons. If you are feeling like a jerk, then Eldrad is good.

This message was edited 1 time. Last update was at 2012/06/25 17:23:01


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Made in us
Furious Fire Dragon




In my game room playing Specialist GW games

Using Eldrad isn't being a jerk.

The Eldar codex is a 4th edition codex. It has 11 HQ choices in it. One of them isn't an Independent Character (Avatar).

Eight of those are special characters. Out of all of those special characters, only three have an invulnerable save of any kind. (Yriel, Eldrad, Asurmen)

Why should someone playing Eldar limit their army by not taking one of the few named characters in the book? Do Orks not take Gazzy? Do Grey Knights not take Draigo or Coteaz? Do Blood Angels not take Mephiston? Do Ultramarines not take Marneus Calgar? Do Imperial Guard not take Marbo or Straken?

Most players I've seen take their special characters. And if they do, does that make them a jerk?

Why should Eldar be any different?

The Eldar codex is so underpowered right now that saying someone is a jerk for taking Eldrad is like saying someone is a jerk for taking Tau. It just doesn't make any sense.

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from the Renegades supplement for Epic Space Marine, page 54-55
 
   
Made in us
Longtime Dakkanaut





US

riverhawks32 wrote:6th edition is on Saturday, it will change how we play our armies, I would ask again then.


This. No point in debating what is good or tactics right now. Everything is going to change in a week anyhoo. Depending on how haul points and vehicle damage work, walkers may now be garbage and our Prisms/Spinners/Falcons could be seriously hurting :(

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Made in us
Longtime Dakkanaut






Dallas Texas

mars2024 wrote:@ Smitty: Ok, so how about Necron? I had 4 WS (ShuriCannons), 2 FD, 2 DA, a Farseer w/ Singing Spear, and 3 War Walkers.

Lots of S6, but only the 2 FDs and Farseer who could touch his armor. I tried to kill off his scoring units, and I could have rammed, but once he whipped out those AT units I was screwed.

Out of 2 Stalkers, 2 Assault Barges, 1 Command Barge w/ HQ embarked, and 2 Immortals what should my target prioritization be?

How about the BA example? If I had not lost my mind with my set up (giving up 1st turn and going all reserve) could I have countered his 3 jump pack troups (along with everything else)?


I played a Necron Wall in my battle report, that should give you some insight.

One thing about Eldar (that wont change with 6th) is sometimes its NOT about what you kill, its about what your opponent DOESNT KILL. Eldar most of the time cant overpower their opponent (unless you play a muscle list). Fast eldar wont be able to destroy 50% of their opponents army, so its about avoiding the fights. Against Necron wall I would suggest bringing an autarch, full reserving, and hope that the game ends turn 5 and that you have enough stufff on the board to contest.

Against AV13 the only thing in the Codex that can do anything are Avatar/WraithLords/Witchblades/Fire Dragons-Storm Guardians/Prisms/Missile Launchers . Either use those or go for rams/rear shots with ur serpents.

One thing you also need to understand, is that book missions are bad. If your playing 1 objective missions like kill points, your probably not going to do very well as Eldar. Eldar thrive in multi objective tournament missions, where you can stretch your army and cover more parts of the board than your opponent. Your faster, and can cover more parts of the board, and you can also kill select parts of his army, this allows you to to win games with multiple objectives.


5000+ pts. Eldar 2500pts
"The only thing that match's the Eldar's firepower, is their arrogance".
8th General at Alamo GT 2011.
Tied 2nd General Alamo GT 2012
Top General Lower Bracket Railhead 2011
Top General Railhead 2012
# of Local Tournaments Won: 4
28-9-1 In Tournaments As Eldar.
Maintained a 75% Win Ratio As Eldar in 5th Edition GT's.



 
   
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Roadkill Zombie wrote:Using Eldrad isn't being a jerk.

The Eldar codex is a 4th edition codex. It has 11 HQ choices in it. One of them isn't an Independent Character (Avatar).

Eight of those are special characters. Out of all of those special characters, only three have an invulnerable save of any kind. (Yriel, Eldrad, Asurmen)

Why should someone playing Eldar limit their army by not taking one of the few named characters in the book? Do Orks not take Gazzy? Do Grey Knights not take Draigo or Coteaz? Do Blood Angels not take Mephiston? Do Ultramarines not take Marneus Calgar? Do Imperial Guard not take Marbo or Straken?

Most players I've seen take their special characters. And if they do, does that make them a jerk?

Why should Eldar be any different?

The Eldar codex is so underpowered right now that saying someone is a jerk for taking Eldrad is like saying someone is a jerk for taking Tau. It just doesn't make any sense.


I play non-deathwing DA, no point mentioning 4th ed codexes. Anyway, they are not underpowered...we have a lot of successful Eldar players locally that don't use Eldrad. It irks me when people say armies are UP, you are telling me that 9 war walkers are UP? That 30 melta guns zooming around in fast skimmers are UP? Eldar have several competitive builds if you take the time to learn the army. Heck, a family member is a successful Eldar player after 1.5 years...DA have 2. Deathwing/Ravenwing.

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Made in us
Furious Fire Dragon




In my game room playing Specialist GW games

Yes, I'm saying War Walker spam is underpowered. Each squadron is only Armor 10...big deal...easy to kill. yeah, they kill a lot ...IF your opponent doesn't keep them shaken every turn. It doesn't take a lot of firepower to do that. Even if they are in cover with fortune. Sure, you can outflank them to keep them safe for a turn and maybe get in to your opponents deployment zone. They may kill some stuff the turn they come in, but that's the only turn your gonna get. Anyone with half a brain is gonna keep those things shaken all game long. Ork Loota Boyz are great at that. So are Tau Fire Warriors, Long Fangs, Devastators, anyone that can glance AV 10.

30 fire dragons in Wave Serpents is a lot of points...that again, are easy to kill. You know how easy it is to take down 3 skimmers in the current environment?..then hit the contents with large blast templates to kill everything inside?...pretty easy...lets see here...Necron tremor staves with a Ctan on the board.....You take two dangerous terrain tests per vehicle per turn..one for taking off, one for landing...Hope you didn't plan on going flat out or say goodbye to your fire dragons if they fail that dangerous terrain test. And some of those tests will fail on a 1 or 2. So that stops them from getting where they need to be fast.

follow up with Necron Warriors 15 or 20 strong firing all of their Gauss weapons at a skimmer and glancing it to death...yes...it does work...far more than you'd think it should. Then pie plating the contents with a large blast template from a barge or some other necron vehicle...bye bye Fire Dragons.

Next we have Necron Scarabs...They'll gladly close combat your skimmers and have absolutely no problem killing them in one turn, leaving the precious cargo of fire dragons as template bait. Even if you moved them flat out. Why? Because of the amount of attacks they get. They will hit it enough times to destroy it's armor and wreck it. In every game I've played and seen played when those things get near a vehicle...any vehicle...that vehicle dies.

With Imperial Guard you've got Hydra Flak Tanks. With Flyers coming around everyone and their brother has been buying them up...Good luck saving against all of that firepower...say goodbye to your flat out cover save...so say goodbye to fortuned skimmers as well. And with no cover save AP 4 templates in spades, the guard are fantastic at taking down Eldar anything.

With Space Wolves, it's Long Fang Spam...they can reliably kill two or three skimmers per turn.

Same thing with Grey Knight Psyrifle Dreads.

Then we have even the Tau...Totally removing your flat out cover save and slapping down skimmers with Str 8 shots...A LOT of them...good bye skimmers. Then following up with range 30 str 5 shots that wound your guys on 2s. again, bye bye fire dragons.

Compared to all of that, yeah, Eldar are pretty underpowered.

It used to be where Skimmer Spam could at least compete...but with the plethora of str 7 and 8 multi shot weapons that have entered the game, until the 6th edition rules come out Eldar mech spam is seriously nerfed against quite a few common builds.



This message was edited 4 times. Last update was at 2012/06/26 06:53:10


"Khorne is a noble warrior who respects strength and bravery, who takes no joy in destroying the weak, and considers the helpless unworthy of his wrath. It is said that fate will spare any brave warrior who calls upon Khorne's name and pledges his soul to the blood god. It is also said that Khorne's daemons will hunt down and destroy any warrior who betrays his honour by killing a helpless innocent or murdering in cold blood..."

from the Renegades supplement for Epic Space Marine, page 54-55
 
   
Made in us
Furious Fire Dragon





Chicago

I think Smitty is an example of how an Eldar general, once experienced with his army vs. a variety of other armies, is very competitive. He challenges himself now with his own army, rather than just the challenge of his opponent. When I play, I don't know which units are the priority. I don't always make the right decisions with my own units because I don't remember what they do best or how to help them do it.

That said, I don't think you're wrong. I just think it's more that other armies are More-Powered (newer codexed) than Eldar. Grey Knights and Necron are perceived as OP, but that doesn't make Eldar UP. These armies can be beaten, they're just beyond me at the moment. I do remember Smitty's batrep vs. Necron, and looking back at my game, I should have played it differently. If I had dropped everyone out of their rides and tank shocked while foot slogging closer (and into AV14 bunkers that were on the board) I might have had a more successful fight. Next time I might do things differently. Either way, the War Walkers were the wrong choice (for that fight).

 
   
Made in us
Longtime Dakkanaut






Dallas Texas

mars2024 wrote:I think Smitty is an example of how an Eldar general, once experienced with his army vs. a variety of other armies, is very competitive. He challenges himself now with his own army, rather than just the challenge of his opponent. When I play, I don't know which units are the priority. I don't always make the right decisions with my own units because I don't remember what they do best or how to help them do it.

That said, I don't think you're wrong. I just think it's more that other armies are More-Powered (newer codexed) than Eldar. Grey Knights and Necron are perceived as OP, but that doesn't make Eldar UP. These armies can be beaten, they're just beyond me at the moment. I do remember Smitty's batrep vs. Necron, and looking back at my game, I should have played it differently. If I had dropped everyone out of their rides and tank shocked while foot slogging closer (and into AV14 bunkers that were on the board) I might have had a more successful fight. Next time I might do things differently. Either way, the War Walkers were the wrong choice (for that fight).


the last thing im going to add, unless you have more questions (feel free to pm or email me) is that one if the biggest reasons people get better , is that they have a need to get better. You have a need to get better at warhammer 40k, so as long as you have that thirst for knowlege and a need to learn from your mistakes, you will do well.

6th edition is comming out, meaning that everyone will be on a level playing field. Good luck in 6th, learn the rules, learn your units, learn your opponents units, and you should start winning alot of games.


5000+ pts. Eldar 2500pts
"The only thing that match's the Eldar's firepower, is their arrogance".
8th General at Alamo GT 2011.
Tied 2nd General Alamo GT 2012
Top General Lower Bracket Railhead 2011
Top General Railhead 2012
# of Local Tournaments Won: 4
28-9-1 In Tournaments As Eldar.
Maintained a 75% Win Ratio As Eldar in 5th Edition GT's.



 
   
 
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