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Made in be
Fresh-Faced New User




Hi everyone , i'm pretty new to 40k , chosen eldar , but not 100% sure on my 1k points list.
Please let me know what improvements this needs :


HQ
Farseer: Fortune Guide Spirit Stones Runes of warding Runes of witnessing 150

Troops
Dire Avengers, 10 Exarch Two shuriken cata's Bladestorm 152
Dire Avengers, 10 Exarch Two shuriken cata's Bladestorm 152

Transport
Wave Serpent, 1 Star engines Vectored Engines spirit stones Twin linked EML 165
Wave Serpent, 1 Star engines Vectored Engines spirit stones Twin linked Brightlance 180

Heavy Support
War Walkers, 3 6x Scatter laser Spirit stones 195

Points Summary:
HQ: 150
Troops: 304
Transport: 345
Heavy Support: 195
Total: 994

This message was edited 1 time. Last update was at 2012/09/19 21:18:46


 
   
Made in us
Hurr! Ogryn Bone 'Ead!






Why not doom on the farseer? Eldar have great ballistic skill (take it from a former ork player) and re-rolling to wound would be incredibly helpful. The only other problem I see is the low model count; you only have 21 guys at 1000 points and a horde could overwhelm you.

 
   
Made in us
Sneaky Striking Scorpion




ca, usa

For your list keep your powers. Also the wave serpents arent fa. And dont need spirit stones...neither do the walkers...walkers die so easily now run 3 with 2 shuriken cannons each and thats 60 points better...with the extra try to fit in some assault units like a harlie squad or something

   
Made in us
Flashy Flashgitz




USA

I'd probably not pick Eldar for starting out, they are pretty difficult to play as it is.
If you want to walk the path of the warrior anyway, here are a few observations:
-Your list is very very light on AT. One EML and one brightlance won't carry you far.
-Star Engines and Vectored Engines are good, but overpriced for what they do IMO. I'd save the points to get more troops or AT (like fire prisms or dragons)
-It's much harder to stun a vehicle now, so I agree with other users that you might want to drop spirit stones.
-Use saved points to get fire prisms or dragons as above. Any form of AT. Just 2 AT weapons are not enough for 1000 pts.



"Get'em boyz! Dakka dakka dakka! WAAAGH! DA ORKS! WAAAGH!" -Rotgob

Is Kharn a Commissar that kills enemies or are Commissars Kharn wannabe's who don't have the balls to kill enemies? 
   
Made in be
Fresh-Faced New User




Allright , thanks for the feedback guys , would this list be a bit better?

1500 Pts - Eldar Roster

HQ: Avatar (1#, 155 pts)
HQ: Eldrad Ulthran (1#, 210 pts)

Troops: Guardians (11#, 156 pts)
10 Guardians
Spiritseer (Warlock)
Weapon Platform (Bright Lance)

Troops: Dire Avengers (10#, 152 pts)
9 Dire Avengers
1 Dire Avenger Exarch 2x shuri + bladestorm

Troops: Dire Avengers (10#, 152 pts)
9 Dire Avengers
1 Dire Avenger Exarch 2x shuri + bladestorm

Elite: Fire Dragons (6#, 195 pts)
5 Fire Dragons
1 Wave Serpent TL Scatter Lasers

Heavy Support: War Walker Squadron (3#, 180 pts)
3 War Walker (Scatter Laser; Scatter Laser)

2x Heavy Support: Wraithlord (1#, 300 pts)
2 Wraithlord, Wraithsight; Flamer x2; Bright Lance; Scatter Laser

Thanks!
Nova
   
Made in us
War Walker Pilot with Withering Fire





USA - Salem, OR

I like your changes to drop the vehicle upgrades (which with 6th edition are all pretty useless, at least for the points cost). At an extra 500 points, you're adding an Avatar, 2 Wraithlords, and a Wave Serpent with Fire Dragons. I would give the Wraithlord EML's over Scatterlasers, as with their bright lance they'll be targeting high armor targets anyways, and they're a good place for EML/BL's as they have bs4.

2 Dire Avenger Squads with Bladestorm and no Transport seem iffy. They are tough guys with the 4+ save, but not tough enough to march forward and grab objectives. I see you're planning on having a MC/Fearless infantry blob that Eldrad will be orchestrating as the core of your army. I would give the Guardian's Warlock Conceal and fortune that squad with Eldrad in it, as Eldrad also fortunes the Avatar to make it more sturdy. This way your important units are protected.

Past armies 4500 pts, 4000 pts 2000 pts
current armies Space Marines 4000 pts, Eldar 3000 pts
Successful Trades: 4
Swap Shop - CSM/Demons for sale 
   
Made in us
Gore-Soaked Lunatic Witchhunter







No, actually. This list is horribly slow, fragile, and full of units fielded in such a way as to maximize their ineffectiveness.

First: The Avatar. He's slow, Fearless is a marvelously useless ability for an army that doesn't have the numbers to wait out a war of attrition (without Fearless, you can lose a round of combat, fall back, and regroup later; with Fearless, you're stuck being ground down), and he's not tough enough to face down the volume of lascannons/autocannons/general anti-tank things you'll be facing in most 6e armies (T6/4 Wounds/3+/4++ is pretty solid, true, but it doesn't mean a lot in the fact of Vendetta squadrons and footslogging speed is slow enough the enemy can avoid close combat basically forever, meaning you've got a giant fire magnet that doesn't actually do anything).

Second: Fire Dragons. They may have been the munchkin's favorite under 5e rules, but all that means is that now they're a big juicy target on everyone's priority list. They may be able to do a good deal of damage, but with the weakening of vehicles for 6e they've become overkill if you're shooting at anything short of a Land Raider, and they are less likely to make it close enough to do anything with the reduced vehicle durability affecting their Wave Serpent as much as anything else. I'd advise leaving Fire Dragons on the shelf entirely for the time being; there are much more efficient/effective choices for taking on big vehicles (think about how Haywire Grenades work with the revised vehicle rules, for instance).

Third: Dire Avengers. They're horribly, horribly fragile compared to basically everything else in the game, and they can't hit anything further away than 18". They need Wave Serpents to do much of anything.

Fourth: Wraithlords. I'm a little skeptical on Wraithlords given the sheer points expenditure required to get heavy weapons on them and the fact that two BS3 weapons (a War Walker is about half the price of a similarly-armed Wraithlord) are about one and a half times as effective as one BS4 weapon for the same price, but they tend to make it back in sheer durability so I guess I'll let them slide.

Fifth: One of the great strengths of the Eldar is mobility. Yet, in your list, there is precisely one model that can move faster than a walking pace. You've got some of the fastest, toughest, and best-armed skimmers in the game. Take advantage of the fact.

Sixth: You've made a typical new-player mistake: you've taken a small Troops contingent to make room for more shiny HQ/Heavy Support/Elites/Fast Attack units. This ignores the fact that in basically every Codex the Troops units can do everything the flashier units can at least as efficiently. Eldar-wise, you've got Pathfinders (who with the new sniper rules have become very powerful; a single '6' to hit results in an automatic wound at AP1 directed as you choose within the target unit), Guardian Defenders (who field a cheap heavy weapon, can take a good amount of return fire with a Conceal Warlock, and are a daunting prospect to assault due to their silly amount of short-ranged fire and the presence of one of the most capable squad leaders in the game), Storm Guardians (a sadly-overlooked choice that when boosted by an Enhance Warlock can make three WS3/S4/I4 attacks each when charging for a mere eight points a model (compare to Space Marines: two WS4/S4/I4 attacks when charging for sixteen points a model), after thinning the enemy with flamers), Guardian Jetbikes (who can move at a speed best described as 'silly' to deliver shuriken cannons and an S9 anti-tank Singing Spear from the Warlock to wherever they're needed), and Dire Avengers (who when riding in a Wave Serpent can bring an absurd amount of dice to bear basically anywhere) to choose from.

Bottom line: Your Troops choices are perfectly capable of carrying the game outside of a tournament setting if you use them properly (i.e. carefully, not-sacrificially, and using them against targets they're most effective against). Starting the game, you shouldn't be trying to build a force that would make a munchkin soil himself because he lost the game of rock/paper/scissors and can't counter it, you're trying to build a versatile force that can handle most situations in order to learn the game.

If I were you, I'd start with a Battleforce, a Farseer (maybe Eldrad, maybe not), and an assault unit (Striking Scorpions are my personal favorite, but with the composition favored by the Battleforce you might be better off with a Harlequin unit). That gets you to about 750pts, you've got a decent mix of units, some speed, some firepower, some assault prowess; assuming you take Bright Lances on the Guardians and the Wave Serpent it also gets you a halfway-decent mix of anti-tank and anti-infantry. Once you've got that set up and painted, seen what works and what doesn't, you should be in a better position to start building a bigger list.

For comparison, here's a 1,500-point list I sometimes use (there are some odd unit numbers and armament choices, but it's what models I have):
Farseer with Runes of Warding, Runes of Witnessing, Guide, and Mind War (140)
3 Warlocks with Destructor, two have Singing Spears (111)
6 Striking Scorpions, one is Exarch with Biting Blade and both Exarch powers (138)
6 Striking Scorpions, one is Exarch with Scorpion's Claw and both Exarch powers (148)
8 Dire Avengers, one is Exarch with two Shuriken Catapults and Bladestorm (128)
Wave Serpent with Bright Lances (135)
8 Dire Avengers, one is Exarch with two Shuriken Catapults and Bladestorm (128)
Wave Serpent with Bright Lances (135)
5 Pathfinders (120)
6 Swooping Hawks, one is Exarch with Hawk's Talon and both Exarch powers (168)
Falcon with missile launcher and spirit stones (145)

This is an extremely agressive list; it relies on Infiltrating the Pathfinders and the Striking Scorpions into a strong forward position, while using vehicles to get everyone else from my deployment zone in to support them. Most everyone's equipped with powerful close-range armaments (Destructor, Singing Spears, Bladestorm, Scorpion Chainswords); if the enemy shows a reluctance to engage I'm equipped to chase them to the other end of the table and back them into a corner. The Swooping Hawks remain in reserve until they can find a good place near the enemy's biggest vehicles to Deep Strike. The Farseer/Warlocks/Falcon unit looks expensive and squishy, but three heavy flamer templates are murder on just about anything, especially when combined with the Falcon's arsenal, and the Singing Spears are marvelous anti-tank shots. Mind War can be swapped for Doom if people don't mind you fielding a 1,501pt list; I use Mind War because I tend to face armies that either have Monstrous Creatures (where Mind War is a pretty efficient method of dropping them) or non-uniform squads (where Mind War is marvelously useful for removing the power fist/special weapon before it can do any damage).

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
 
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