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		![[Post New]](/s/i/i.gif)  2013/06/13 15:15:44
	  
	    Subject: Eldar Complete Bulletstorm 1850 
	
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                            Furious Fire Dragon
	 
 
	
	
	 
	
 
		
 
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									HQ
 
 Farseer – 145
  Jetbike
  Firesabre
 
  Autarch – 178
  Jetbike
  Scorpion chainsword → Shard of Anaris
  Fusion gun
  Mantle of the Laughing God
 
  Warlock – 50
  Jetbike
 
  Troops
 
  9 Guardian Jetbikes – 183
  3 Shuriken Cannons
 
  3 Guardian Jetbikes – 61
  Shuriken cannon
 
  3 Guardian Jetbikes – 61
  Shuriken cannon
 
  3 Guardian Jetbikes – 61
  Shuriken cannon
 
  Fast Attack
 
   3 Squads of 
  2 Vypers – 495
  Scatter Laser
  Shuriken cannon
  Holo-fields
 
  **1 Vyper doesn't have his Holo-fields for points reasons
 
  Heavy Support
 
  3 War Walkers – 195
  Scatter Laser
 
  3 War Walkers – 210
  Scatter Laser
  Bright Lance
 
  3 War Walkers – 210
  2 Bright Lances
 
  Total: 1849
 
  So as you might have noticed the point of this list is to simply put out as many strength 6 shots as possible. There is one squad of war walkers with bright lances, so basically hopefully they can take out any and all landraiders that come my way. Yea, so I was planning on essentially running around like a wimp with the autarch, farseer, and 4 squads of jetbikes (obviously the warlock goes in the big squad with conceal to give them 3+/2+ cover saves.) I plan on joining the Farseer to the Autarch to form a super suport/close combat squad, and the stealth, shrouded, and hit and run from the Autarch will transfer onto the Farseer giving them a permanent 2+ cover save, with the autarch's being re-rollable. Depending on the enemy, scenario, and whether or not I get first I think it would be good to simple reserve all the Vypers and War Walkers and just run from the enemy with the jetbikes the first two turns, that way they all come in hopefully on turn 2 (on 2+ with the autarch) and with the vypers speeding on from my table edge and the war walkers outflanking the enemy will be trapped in basically a bullet hell, and NOTHING WILL SURVIVE. 
 
  Well, that's the plan anyway.    
 So, let me know what y'll think and how this list will hold up.
							  
							
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		![[Post New]](/s/i/i.gif)  2013/06/13 15:52:17
	  
	    Subject: Eldar Complete Bulletstorm 1850 
	
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                            Horrific Howling Banshee
	 
 
 
	
	
	 
	
 
	 Neenah, Wisconsin
	 
		
 
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									There's one hole in your plan.  You can't join the farseer and autarch.  The Mantle of the Laughing God makes the Autarch lose the IC special rule.  That turns him into a unit of only 1 model (that can't ever be more than 1) thus preventing the farseer from joining him.
  
  Otherwise it is a good list.  I used a similar one recently, and it was quite successful.  Mine replaced the Warwalkers with reapers and a Fire Prism.  It was good fun.
  
  You could still join the farseer to the big GJB squad for protection.  With the mantle (and maybe the phoenix gem?) the autarch can go solo on someone.  I had a farseer on bike with that combo, and she charged a whole Tau army and lived to get into HTH.  She eventually got gunned down, but it took a whole Tau army shooting at her, and she was such a distraction that the Vypers and shuricannons were blowing chunks out of the other army unopposed.
  
  Good Luck
  
							 
							
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 Visit my blog at www.goingaming.blogspot.com 
  
      
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		![[Post New]](/s/i/i.gif)  2013/06/14 02:05:51
	  
	    Subject: Eldar Complete Bulletstorm 1850 
	
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                            Furious Fire Dragon
	 
 
	
	
	 
	
 
		
 
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									Thanks! But wait, Can't Independent characters join any unit of their own type even if it if only 1 model so the farseer could join the autarch to "Lead" his squad.
							 
							
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		![[Post New]](/s/i/i.gif)  2013/06/14 02:14:48
	  
	    Subject: Re:Eldar Complete Bulletstorm 1850 
	
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                            Fresh-Faced New User
	 
 
	
	
	 
	
 
		
 
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									It's actually the opposite.  IC's can join IC's to form a unit but one IC can't join a mantled character which then becomes a unit of one model.
							 
							
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		![[Post New]](/s/i/i.gif)  2013/06/14 02:46:33
	  
	    Subject: Eldar Complete Bulletstorm 1850 
	
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                            Furious Fire Dragon
	 
 
	
	
	 
	
 
		
 
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									Wait I don't get why not, he just becomes a normal unit and IC's can join normal units so why would he specifically be disallowed from joining the autarch?
							 
							
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		![[Post New]](/s/i/i.gif)  2013/06/14 02:49:23
	  
	    Subject: Eldar Complete Bulletstorm 1850 
	
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                            Shadowy Grot Kommittee Memba
	 
 
		
	
	
	
	
	 The Great State of New Jersey
	
		
  
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									Huh? where is it stated that an IC cant join a one model unit?
							 
							
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		![[Post New]](/s/i/i.gif)  2013/06/14 03:32:37
	  
	    Subject: Eldar Complete Bulletstorm 1850 
	
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                            War Walker Pilot with Withering Fire
	 
 
 
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									The problem comes with the rules for the Mantle.
							 
							
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		![[Post New]](/s/i/i.gif)  2013/06/14 10:45:54
	  
	    Subject: Eldar Complete Bulletstorm 1850 
	
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                            Regular Dakkanaut
	 
 
	
	
	 
	
 
		
 
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		![[Post New]](/s/i/i.gif)  2013/06/14 11:32:36
	  
	    Subject: Re:Eldar Complete Bulletstorm 1850 
	
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                            Fresh-Faced New User
	 
 
	
	
	 
	
 
		
 
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									But he is not a monstrous creature or a vehicle...this seems like a bit of a quandary. Hope they FAQ that.    Its a good list, but I think that all your war walkers should have scatter lasers/bright lances if you can afford it. The new laser lock rule makes your bright lances twin linked which is very necessary for bright lances as they have a tendency to miss when you need them not to.    You don't have to buy a scorpion chainsword to get the shard of anaris.    You could lose one of your 3 man jetbike squads for another warlock and have a psyker lead each of the jet bike squads. I think that would be a better configuration, and conceal + prescience on those squads would make them damn hard to kill. or alternatively I think that 3 squads of 6 would be far more effective than 1 squad of 9 and 3 individual squads, but that's personal choice really when it comes to tactics and what not.    You might also want to think of dropping the autarch for another farseer on a jetbike. With two farseers your really likely to get at least one with doom and so you can have one going around Dooming the enemy and the other using presience/fortune and guide. Formidable combination.     I really like vypers, but unfortunately they are still overpriced. For the 170 points you spent on two vypers with 8 scatter laser shots and 6 TL Shuriken Cannon shots you can get a squad of 8 warp spiders with an exarch with TL death spinners pumping out 16 s6 or s7 shots. They are just as mobile as vypers, but slightly less fragile cause of that 3+. On top of that you save 3 points.
							 
							
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								 This message was edited 1 time. Last update was at 2013/06/14 12:06:40 
							
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		![[Post New]](/s/i/i.gif)  2013/06/14 11:51:08
	  
	    Subject: Re:Eldar Complete Bulletstorm 1850 
	
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                            Implacable Black Templar Initiate
	 
 
 
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									Deathssyn wrote:But he is not a monstrous creature or a vehicle...this seems like a bit of a quandary. Hope they  FAQ that.   
 
 "They cannot, however, join vehicle squadrons or  units that always consist of a single model (such as most vehicles and Monstrous Creatures).
 
  A mantled Autarch becomes a single model unit. Seems pretty black and white to me.
							  
							
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		![[Post New]](/s/i/i.gif)  2013/06/14 12:27:41
	  
	    Subject: Re:Eldar Complete Bulletstorm 1850 
	
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                            Fresh-Faced New User
	 
 
	
	
	 
	
 
		
 
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									Whatever, it doesn't really matter. MoLG is really just ment to soak up shots and be annoying as hell, whether its with someone else or not means very little to the tactical use of it. I was more interested in giving him constructive criticism on his list than his misunderstanding of the rules.
							 
							
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		![[Post New]](/s/i/i.gif)  2013/06/14 12:29:24
	  
	    Subject: Re:Eldar Complete Bulletstorm 1850 
	
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                            Wicked Warp Spider
	 
 
 
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									Deathssyn wrote:
 Its a good list, but I think that all your war walkers should have scatter lasers/bright lances if you can afford it. The new laser lock rule makes your bright lances twin linked which is very necessary for bright lances as they have a tendency to miss when you need them not to.
 
  You don't have to buy a scorpion chainsword to get the shard of anaris.
    
 
 I am just going to disagree with these two points (no offense, as I'm sure the rest of your advice is sound).
 
  2 brightlances will put out more brightlance hits than scatterlaser/brightlance. So for anything AV12+, brightlances are better. Equally for av10 and troops, scatter lasers are better. So I would advocate taking all of one type. The laser lock rule does not give you that much when affecting a single BS4 shot.
 
  He's taking the scorpion chainsword because the shard (being a remnant of glory) replaces a weapon. So it is necessary to buy a second close combat weapon (the autarch only comes with a pistol) for the shard to replace, or you lose the +1 attack bonus. It's a pain in the ass rules oversight, but 3pts is worth it for the extra attack.
							  
							
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    Eldar Corsairs: 4000 pts
    Imperial Guard: 4000 pts
 
    Corregidor 700 pts
    Acontecimento 400 pts   | 
						
		
					 
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		![[Post New]](/s/i/i.gif)  2013/06/14 13:02:02
	  
	    Subject: Re:Eldar Complete Bulletstorm 1850 
	
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                            Fresh-Faced New User
	 
 
	
	
	 
	
 
		
 
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									Wait your right he only comes with one cqb weapon...that seems like it wasn't intended to work that way.    And I take no offense. Disagreement and debate are the hammer and heat in which great ideas are forged. On bs4 I guess it makes no difference, but he can also take something like star cannons since they fire two shots and having them TL wouldn't hurt either. Though statistcally you have a higher chance of missing two shots than 1 TL shot, at bs4 but since making both shots is around a 44% occurrence, you do have a point. 
							 
							
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								 This message was edited 1 time. Last update was at 2013/06/14 13:13:14 
							
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		![[Post New]](/s/i/i.gif)  2013/06/14 13:54:37
	  
	    Subject: Re:Eldar Complete Bulletstorm 1850 
	
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                            Regular Dakkanaut
	 
 
	
	
	 
	
 
		
 
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									Deathssyn wrote:Wait your right he only comes with one cqb weapon...that seems like it wasn't intended to work that way.
 
  And I take no offense. Disagreement and debate are the hammer and heat in which great ideas are forged. On bs4 I guess it makes no difference, but he can also take something like star cannons since they fire two shots and having them  TL wouldn't hurt either. Though statistcally you have a higher chance of missing two shots than 1  TL shot, at bs4 but since making both shots is around a 44% occurrence, you do have a point.    
 
 See, the point is that Lances and  SLs have different ideal targets. Scatter Laser is for saturation, Lances for heavy vehicles. Mixing them means you don't do either job well: for saturation, 2 scatter lasers is the way, as anti-vehicle 2 lances are much better than a  TL one. Having both grants some flexibility at the price of efficiency. I personally think that jetbikes saturate enough to make Scatter Lasers redundant, you need some anti-tank and for that role 2 lances is much better.
							  
							
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		![[Post New]](/s/i/i.gif)  2013/06/14 14:24:35
	  
	    Subject: Eldar Complete Bulletstorm 1850 
	
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                            Furious Fire Dragon
	 
 
	
	
	 
	
 
		
 
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									Well the idea was to have lots of variety: 1 squad of walkers with 2 bright lances to take out the heaviest vehicles that scatter lasers cant harm, 1 squad with 1 lance, 1 laser, this takes advantage of twin linking and hopefully will go after heavy troops or vehicles that are in the medium range that scats can glance at least, and 1 scat and shuricannon for the simple pumping out of str 6 shots. Remember I plan on outflanking all of them usually so they will normally be hitting side armor.
							 
							
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		![[Post New]](/s/i/i.gif)  2013/06/14 14:44:59
	  
	    Subject: Eldar Complete Bulletstorm 1850 
	
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                            Regular Dakkanaut
	 
 
	
	
	 
	
 
		
 
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									You don't need to outflank them, imo. Lances should be on the field from the beginning, taking care of vehicles. They may hit front armor, but a 5+ is still a penetrating hit. I wouldn't use scatter + shuricannon, the 24" range is not that much, better 2 scatter (a little less firepower, but more range that can keep them alive). I still don't like the mixed unit though, they don't add that much. I will change them to dual lance as well, keeping one unit for saturation and 2 for TEQs/vehicles. Since the Farseer can take both Guide and the Divination's Primaris, you can twin-link both lances unit, this way they double as a decent AA as well.
  The reason i think you should not keep them in reserve is 1) you need their firepower from the start, and 2) they can shoot and then run under cover (or out of LoS), so they are not as fragile as they seem.
  
  Honestly, what i am not sold on is vypers: less resistant than War Walkers, they don't shoot more than them, i really don't see them as very effective. If you want saturation and mobility, i would suggest Warp Spiders. Vypers on average can hit with 32 shots a turn, 16 of which are Rending (well, Bladestorm). 2 units of 10 warp spiders (which cost 115 points less than all those vypers) hit with 26.7 shots, but they all are Monofilament (so Rending vs units, S7 vs vehicles and most MCs). On a per-point basis, Spiders do more damage. Their 3+ AS, combined with the fact they can run under cover after shooting, make them quite survivable too.
							 
							
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		![[Post New]](/s/i/i.gif)  2013/06/14 18:33:30
	  
	    Subject: Re:Eldar Complete Bulletstorm 1850 
	
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                            War Walker Pilot with Withering Fire
	 
 
 
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									Deathssyn wrote:I really like vypers, but unfortunately they are still overpriced. For the 170 points you spent on two vypers with 8 scatter laser shots and 6  TL Shuriken Cannon shots you can get a squad of 8 warp spiders with an exarch with  TL death spinners pumping out 16 s6 or s7 shots. They are just as mobile as vypers, but slightly less fragile cause of that 3+. On top of that you save 3 points.   
 My favorite way to run Vipers in 6th edition has always been 3 with 2 Shuriken Cannons each. That comes to 180 points and puts out 18 S6 shots with Bladestorm a turn.
							  
							
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