Author |
Message |
 |
|
 |
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2013/04/14 04:24:03
Subject: 6th Ed. Eldar
|
 |
Troubled By Non-Compliant Worlds
|
So what is the popular build for Eldar in 6th? How do the units stack up now?
|
GW 2016 is like meeting your old frigid girlfriend in a bar, and she's drunk, had a makeover, and is telling you dirty jokes. Suddenly you remember why you loved her. - Tamereth |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/04/14 10:28:47
Subject: 6th Ed. Eldar
|
 |
Horrific Howling Banshee
|
Tanks are more squishy, so more people have been gravitating back towards foot lists empowered with Fortune and/or the Avatar.
The close combat units didn't get any better. We still have no assault transport. We also have no flyer. If you want to deal with flyers, you need to pick up a terrain piece with a skyfire gun and park a squad behind it.
Overwatch makes a lot of units better. Guardian defenders and Dire Avengers now live through charges a bit easier.
Hawks now have mixed reviews, but I really like them for the anti-tank, objective denial, near-guaranteed end of game linebreaker point, and they can also get 5 hammer of wrath attacks in at S3 I10 if you really need to.
Most of the other units in the codex didn't change at all. Wraithlords are still one of the best dreadnought-types in the game, Fire Dragons are still cheap melta (but getting them to the destination is a bit harder) Dark Reapers are still good vs MEQ although overpriced. Hm, what else is there...
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/04/14 14:43:57
Subject: 6th Ed. Eldar
|
 |
Troubled By Non-Compliant Worlds
|
How about Warp Spiders, or Shining Spears?
|
GW 2016 is like meeting your old frigid girlfriend in a bar, and she's drunk, had a makeover, and is telling you dirty jokes. Suddenly you remember why you loved her. - Tamereth |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/04/14 15:39:37
Subject: Re:6th Ed. Eldar
|
 |
Judgemental Grey Knight Justicar
|
Warp Spiders are awesome. A bit overcosted, but not by a lot. BS 4, Assault 2, S6 guns and can JSJ. They have one of the few 3+ armor saves in the Eldar codex, and their exarch has one of the few "ignores armor" close combat weapons in the game with his Powerblades.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/04/14 17:41:31
Subject: Re:6th Ed. Eldar
|
 |
Regular Dakkanaut
|
I've been exclusively playing a foot army backed with a few different heavy choices based on preference. I have also been exclusively playing against Space Marines, so keep that in mind.
In saying that I have gone 6-1-1 against the Space Marines (specifically Blood Angels), so I feel like I have a pretty strong army list. It's somewhat flexible, but there are some core units. I'll break it down.
Army size we usually play 1750 or 2000 pts. I feel like my army list works well in both occasions, mostly because a 2000 pt. is really just more of everything and not any new units compared to the 1750.
Here is my 2000 pt army list:
HQ: Eldrad Ulthran - I feel like he is a key component to every Eldar army. He is somewhat of a static hero in this army, basically move him about in a way where you set yourself up to cast your spells the next turn, most of your AMAZING blessing spells are only 6 inch cast range, keep it in mind.
HQ 2: Karandras (Striking Scorpion Phoenix Lord) - Can easily be swapped out with the Avatar if you so choose. But I run Karandras because as you will see I have a full squad of striking scorpions, and it makes them a death star core group.
TROOPS:
2 Identical Squads of 10 Dire Avengers, each with an Exarch with 2 Avenger Catapults and Bladestorm. I personally fall under the category of people who always take Dire Avengers instead of Guardian squads. I just feel like they are astronomically better in every way. This is a TON of shots. Use them well and you can fell almost entire squads of squishier opponents and even Space Marines. Think about Bladestorming a 10 man group, who are also Guided. That is a TON of firepower.
One Ten Man Squad of Wraithguard with a Spiritseer upgraded Warlock - By having a full 10 man squad this makes the Wraithguard a troop choice. This is awesome and another one of the death star units in this list. THEIR GUNS ARE AMAZING and against everything. Tanks, High armor units, basically everything. Now their range is only 12, so you have to be smart in maneuvering them, but when you are it's a beautiful thing. They are also EXTREMELY resilient and can hold down other Elite squads with ease in Close Combat, just don't expect them to crush in CC. Usually give my Warlock Conceal power so that they all get a +5 INV save.
ELITES:
10 Man Squad Striking Scorpions (With Wave Serpent Transport) - Throw Karandras in this group and you now have another Deathstar unit. Basically if you charge someone with this that is 40 Attacks, Strength 4, and that is not even counting the 7 Attacks Karandras will have. Position the squad cleverly with your Wave Serpent transport, disembark behind cover but close enough that you can assault next round, you are golden. The Wave Serpent has Twin-Linked Scatter Lasers.
10 Man Squad Fire Dragons (One of them an Exarch upgraded with Firepike, Crack Shot, and Tank Hunters) - If you so wish you can scrap the exarch and lower the group total and give them a Wave Serpent as well. That way you can move in transport, disembark, and hopefully be close enough to shoot some tanks or squads to hell. If not and you have the 10 man squad you are kind of just a slow walking menace, Fire Dragons basically are meant to die though, you just hope they can take out some tanks first.
HEAVY SUPPORT:
2 Identical Fire Prism Tanks - Both with Shuriken Cannon upgrades. These can be swapped out with Falcon tanks if you so choose, I just need the High Strength and AP cause im facing high Armor Space marine tanks.
1 Squad of 3 War Walkers - All Equipped with 2 Scatter Lasers. This is the backbone to my shooty army. When you can completely wipe 10 man tactical squads of space marines with these, you know they are good. Guided is when they are at their best and keep them in cover. This is why I usually keep Eldrad near by. I usually try and use my scout move at the end of deployment to get them into cover as soon as possible. These are also basically your only option of ever hoping to shoot down a flyer. Unless you get a defense line with a skyfire weapon the amount of shots these can put out are your best bet. LOVE THESE THINGS
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/04/14 18:00:11
Subject: 6th Ed. Eldar
|
 |
Ladies Love the Vibro-Cannon Operator
|
Well, as a long-term Eldar player I'm not really convinced about Eldar in the 6th ed. So I shelved them after a few games (no loss) since there are armies out there which are better like Necrons.
Good units are Warwalkers with dual scatter lasers, Harlies with kisses and a Shadowseer which gain a 2+ cover save if in 5+ cover,
a Seer Council on jetbikes led by a Fortuneseer, Phoenix Lords like Fuegan who could lead a unit, say a fortuned Seer Council on foot, able to eat almost all woulds.
Wraithguard on foot is too slow for my liking. Eldar troops have low toughness and so can hardly eat much incoming fire. Pathfinders have a decent save but there is an increasing number of cover ignoring weapons out there which folds them very quickly. Serpents are overpriced for what they can achieve. Falcons are a joke now with holofields since stripping hull points from an AV12 vehicle is not very hard these days.
Frankly, I'd wait for the new codex.
|
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 |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/04/14 19:42:58
Subject: Re:6th Ed. Eldar
|
 |
Dakka Veteran
|
EldarExarch wrote:
One Ten Man Squad of Wraithguard with a Spiritseer upgraded Warlock - By having a full 10 man squad this makes the Wraithguard a troop choice. This is awesome and another one of the death star units in this list. THEIR GUNS ARE AMAZING and against everything. Tanks, High armor units, basically everything. Now their range is only 12, so you have to be smart in maneuvering them, but when you are it's a beautiful thing. They are also EXTREMELY resilient and can hold down other Elite squads with ease in Close Combat, just don't expect them to crush in CC. Usually give my Warlock Conceal power so that they all get a +5 INV save.
I've seen this mistake a fair number of times on DakkaDakka now. Conceal provides a 5+ cover save not a 5+ invulnerable save.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/04/14 19:44:36
Subject: 6th Ed. Eldar
|
 |
Locked in the Tower of Amareo
|
The difference is that the Tau can spend 2 markerlights and make your cover go away.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/04/14 21:24:31
Subject: 6th Ed. Eldar
|
 |
Dakka Veteran
|
Exactly Martel732. 5+ cover is not as powerful as a 5+ invulnerable so the difference is important to note.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/04/14 21:53:45
Subject: Re:6th Ed. Eldar
|
 |
Regular Dakkanaut
|
warpspider89 wrote:EldarExarch wrote:
One Ten Man Squad of Wraithguard with a Spiritseer upgraded Warlock - By having a full 10 man squad this makes the Wraithguard a troop choice. This is awesome and another one of the death star units in this list. THEIR GUNS ARE AMAZING and against everything. Tanks, High armor units, basically everything. Now their range is only 12, so you have to be smart in maneuvering them, but when you are it's a beautiful thing. They are also EXTREMELY resilient and can hold down other Elite squads with ease in Close Combat, just don't expect them to crush in CC. Usually give my Warlock Conceal power so that they all get a +5 INV save.
I've seen this mistake a fair number of times on DakkaDakka now. Conceal provides a 5+ cover save not a 5+ invulnerable save.
Sorry about that, he is totally right. I misspoke.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/04/15 01:39:58
Subject: 6th Ed. Eldar
|
 |
Locked in the Tower of Amareo
|
With the new Tau codex, even warwalkers in ruins are very vulnerable. Fortune won't help when the save is gone.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/04/15 01:55:10
Subject: 6th Ed. Eldar
|
 |
Screaming Shining Spear
Pittsburgh, PA
|
On the upside of it being 5+ cover vs invul, if you were to ally with Tau and take Shadowsun in the unit, they're now rocking a 2+ cover out in the open.
Personally I love my Eldar in 6th, although slightly less since the last FAQ disallowed Farseers from using powers while inside Serpents. I play a mixed foot-mech list that's done pretty well for the most part, got two Prisms and some Scatter Walkers, usually behind an ADL, with a Farseer with Prescience (for the Walkers) manning the gun, attached to some Rangers. Generally have a second squad of Rangers, some DA's in a Serpent, and a min Jetbike squad for objective grabbing late-game. Harlies with seer and max kisses usually run with Eldrad, following behind a Serpent to block shooting to them. Also have the obligatory suicide FD squad for popping AV14.
All that said, I'd wait til the new book to start them, as I expect a lot to change. Hopefully they give us an assault vehicle so I can bring back the Banshee bomb with Eldrad and Yriel, but we'll see.
|
Eldar shenanigans are the best shenanigans!
DQ:90S++G+M--B+IPw40k09#+D++A++/areWD-R++T(T)DM+ |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/04/15 12:07:42
Subject: Re:6th Ed. Eldar
|
 |
World-Weary Pathfinder
|
Personally I love my Eldar in 6th, although slightly less since the last FAQ disallowed Farseers from using powers while inside Serpents.
Yeah fecked up wording really annoyed me as mobile Doom and Fortune casting is pretty much required to make some units work at all and I'm loathe just to take a jetseer and some jetbikes to be able to accomplish it... still one slight caveat is that it does specify 'Farseer Psychic Powers', ie the ones in the Codex, so you're still good to use the ones in the Rulebook (however they limit you to casting on the unit in the transport with the Farseer or the vehicle itself).
You haven't seen frustration till you've seen someone try and kill a WS or Falcon harrassing their flank rocking a 2+ cover save from Invisibility.
I'm a bit annoyed at how easy Tau have it vs Eldar now, I've been finding the only way to stay alive in 6th is to abuse the portable coversaves most of our units get and Markerlights just take that away waaay too easy. I think the one beacon of hope is that Jetseer Councils are Tau's worst nightmare.
|
Ulthwé Eldar 2.5k points and growing! |
|
 |
 |
|