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![[Post New]](/s/i/i.gif) 2013/06/20 18:29:15
Subject: Competitive Yme-Loc Eldar 1850
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Been Around the Block
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1850pts of Yme-loc Eldar!
HQ
Farseer on jetbike with singing spear phoenix gem and spirit stones of anath’lan = 155pts
Warlock on jetbike with singing spear = 55pts
Warlock = 35pts
TROOPS
10 guardians with shuriken cannon = 105pts
Wave Serpent with twin linked scatter laser, shuriken cannon and holo-fields = 145pts
10 dire avengers with exarch with power weapon and shimmershield= 160pts
Wave Serpent with twin linked scatter laser, shuriken cannon and holo-fields = 145pts
6 Windrider Jetbikes with two shuriken cannons = 122pts
3 Windrider Jetbikes with a shuriken cannon = 61pts
3 Windrider Jetbikes with a shuriken cannon = 61pts
FAST ATTACK
10 Warp Spiders = 190pts
10 Warp Spiders = 190pts
HEAVY SUPPORT
3 War Walkers with 3 Scatter lasers and 3 bright Lances = 210pts
3 War Walkers with 3 Scatter lasers and 3 bright Lances = 210pts
=1849pts
Idea is that Farseer and jetlock ride with the 6 jetbikes as a kinda character bunker.
Farseer guides and prescience what is needed (warp spiders if flyers are about)
People say that dual lances are better on walkers but my math indicates only about two more hits and no hits from scatter lsers which I think is less effective, small jetbikers are for late game objective grabbing and I think the other units jobs are kinda obvious, I appreciate constructive crit!
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40K ARMIES
Wolves of pestilence ( nurgle space wolves
Lamenters jump list at 1500pts
Eldar: Just Started and am very excited!
FANTASY ARMIES
Wood Elves: Dryad army around 600pts
Ogre Kingdoms: Pirate gunners = 1850pts
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![[Post New]](/s/i/i.gif) 2013/06/20 18:32:19
Subject: Competitive Yme-Loc Eldar 1850
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Horrific Howling Banshee
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I wouldn't want to fight it, thats for sure
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![[Post New]](/s/i/i.gif) 2013/06/20 18:51:03
Subject: Competitive Yme-Loc Eldar 1850
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Been Around the Block
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Really, no crit then? Great!
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40K ARMIES
Wolves of pestilence ( nurgle space wolves
Lamenters jump list at 1500pts
Eldar: Just Started and am very excited!
FANTASY ARMIES
Wood Elves: Dryad army around 600pts
Ogre Kingdoms: Pirate gunners = 1850pts
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![[Post New]](/s/i/i.gif) 2013/06/20 20:08:46
Subject: Competitive Yme-Loc Eldar 1850
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Regular Dakkanaut
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I dont think you have enough of a main threat, nothing in your army would scare me in the least except perhaps the walkers which I would kill quickly with infantry guns, you have no unit that says shoot me or ill destroy you. I think the windrider squads are very fragile when not accompanied with a warlock, gives them another model in the small unit, extra shots, higher ldr and a cover save. I like the warp spiders, they are large squads though, i personally like 5 man squads, but this is definitely the best unit in your list. But arent exactly resilient or killy enough to be relied upon as the main punch in the army. My 2 cents after playing eldar for 10 years. Also, through the few games ive played sofar of the new book i have been very disapointed with the points i spent on the DA exarch, they sit in the waveserpent half the game and come out only when they need to blast something, the exarch doesnt get any extra shots anymore and usually ive found there is nothing left to charge or be charged by that they require the pw/shimmer, the game I did take it though i did manage to save the only wound on my DA squad with the invul from shimmershield. Those could be 30 points saved and put into that guardian squad to upgrade them to dire avengers as well.
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This message was edited 1 time. Last update was at 2013/06/20 20:14:24
2000+pts
23-0-2
5-1-2
still building slaanesh army! |
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![[Post New]](/s/i/i.gif) 2013/06/20 20:21:09
Subject: Competitive Yme-Loc Eldar 1850
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Been Around the Block
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With the rending, warp spiders and war walkers, I think there is enough punch to hold back threats and give cover to my objective grabbing troops, enough to take the game, the warwalkers will run in and out of cover so there wont be a chance to kill them until too late especially with their invulns, the spiders are in large squads to maximise the ability to guide and prescience them, if I did use warlocks, what would I drop! I am not convinced on sacrificing anything! Automatically Appended Next Post: Im considering swapping out some of the walkers, do you think two prisms and 2 walkers or 1 prism and 4 walkers would be more effective?
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This message was edited 1 time. Last update was at 2013/06/20 20:42:37
40K ARMIES
Wolves of pestilence ( nurgle space wolves
Lamenters jump list at 1500pts
Eldar: Just Started and am very excited!
FANTASY ARMIES
Wood Elves: Dryad army around 600pts
Ogre Kingdoms: Pirate gunners = 1850pts
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![[Post New]](/s/i/i.gif) 2013/06/21 00:08:12
Subject: Competitive Yme-Loc Eldar 1850
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Snord
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Only thing I would suggest is some dedicated anti-tank. You have S6 out the wazoo, but are screwed if you fight a land raider or something with a relatively high armour value... Perhaps lances on the serpents instead of lasers?
Von Chogg
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LunaHound wrote:Eldrad was responsible for 911 *disclaimer, because Eldrad is known to be a dick, making dick moves that takes eons to fruit.
tremere47 wrote:fear leads to anger, anger leads to hate, hate, leads to triple riptide spam |
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![[Post New]](/s/i/i.gif) 2013/06/21 01:49:29
Subject: Competitive Yme-Loc Eldar 1850
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Fresh-Faced New User
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I think this list is good. However I think you should drop the Dire Avengers for Guardians as they do the same job but cheaper; the extra 6" range isn't worth the points plus you can then take two squads of 12 Guardians maximising your chances to get thoes 6s you need for AP1. I would also drop both the warlocks as they are not necessary now as you're not guaranteed to get embolden anymore or even cast your powers at all! Also with those extra points maybe slap in a Fire Prism, drop one or two Warp Spiders from each squad as well to make sure you can do this. A Fire Prism will give you a way to handle large groups of MEQs, the small blast forces Terminators to make their 5++ save and also the lance shot can toast Land Raiders. Hope this helps and feel free to argue against these suggestions!
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![[Post New]](/s/i/i.gif) 2013/06/21 05:33:03
Subject: Competitive Yme-Loc Eldar 1850
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Devastating Dark Reaper
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Admiral General Aladeen wrote:I dont think you have enough of a main threat, nothing in your army would scare me in the least except perhaps the walkers which I would kill quickly with infantry guns, you have no unit that says shoot me or ill destroy you.
I think the windrider squads are very fragile when not accompanied with a warlock, gives them another model in the small unit, extra shots, higher ldr and a cover save.
I like the warp spiders, they are large squads though, i personally like 5 man squads, but this is definitely the best unit in your list. But arent exactly resilient or killy enough to be relied upon as the main punch in the army.
My 2 cents after playing eldar for 10 years.
Also, through the few games ive played sofar of the new book i have been very disapointed with the points i spent on the DA exarch, they sit in the waveserpent half the game and come out only when they need to blast something, the exarch doesnt get any extra shots anymore and usually ive found there is nothing left to charge or be charged by that they require the pw/shimmer, the game I did take it though i did manage to save the only wound on my DA squad with the invul from shimmershield. Those could be 30 points saved and put into that guardian squad to upgrade them to dire avengers as well.
I disagree with you on a few points. Windrider Guardians are still T4 with Sv 3+, 5+ jink cover save, and Ld 8 without a Warlock. Not to mention that you could take 3 more Jetbikes for just 1pt more than the Warlock.
Second... Warp Spiders not being killy enough  Every turn is move 6+ 2d6", shoot 20 S6 (or 7) shots with "monofilament," run 6" (re-roll from fleet) and thrust 2d6". That's one DAMN KILLY squad.... (and he's got 2 in his list).
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- 5200
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![[Post New]](/s/i/i.gif) 2013/06/21 06:13:06
Subject: Competitive Yme-Loc Eldar 1850
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Focused Fire Warrior
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Warp Spiders are more than killy.
I do however think that the war walkers feel a little bit out of place. Perhaps if you replace them with prisms it will aid you in killing meq's more reliably.
Also, I find that warlocks have lost a place in the eldar world with such low leadership. It usually results in 1 out of 3 spells being failed on average. Not the best option if you ask me.
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Tau
Votann
World Eaters
Khorne Daemons
Custodes |
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![[Post New]](/s/i/i.gif) 2013/06/21 08:12:12
Subject: Competitive Yme-Loc Eldar 1850
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Ultramarine Chaplain with Hate to Spare
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I disagree with most of what Admiral Aladeen said except about the DA Exarch.
So starting from the top:
Farseer probably doesn't need the Phoenix Gem. He'll generally be the last to die in the squad anyway and they should rarely if ever get caught in assault. Particularly in this shooting focused edition. Unless you have a butt load of Ork and Nid players in your meta drop it.
Warlocks fine. Conceal is ace.
Guardians perfect. Though I'm tempted by a bright lance to give the squad an AT option with the Warlocks Spear. YMMV.
DAs in a Serpent are just wasted points. Swap them for guardians do the same job better for less points in your current config!!
Jet bikes are all good. Not convinced the 3 man squads need the cannon.
Warp Spiders are great best thing in the codex. Personally I'd take at least 10 more. 19 points for double the S7 hits of a loota that is just game breakingly good, and a 3+ armour save!! :-D
The War Walkers I just don't get. The Bright Lance wants to be shooting AV13-14 the scatter laser can't do anything to that. Then the BL will want to shoot at AV12 the scatter laser needs 6s to glance. When your BL starts shooting infantry it wants to start with multi wound T4 terminators followed by terminators and then multi wound T4 with 4+ or worse saves. The SL is not good against any of these targets. It wants to shoot light vehicles and hordes. Why put these weapons on the same model?!?!?!. Why? Why? WHHHHYYYY (in best Shatner "Khan" voice). I see this all the time and it is baffling. I don't know what idiot first thought up this combo after reading the laser lock rule, but I can't fathom why anyone listened to him when he said it was a good idea. /rant
Swap the SLs to BLs on the War Walkers you have more than enough AI between the guardians, bikers, Spiders and Serpents.Your main weakness is AV13-14 ddouble BL walkers fill the gap the best.
I would also drop the Cannons from the Serpents as you'll either be turbo boosting or firing the shield, therefore I don't think you need the cannon.
That's going to save you a total of 80 points to put into more Dakka!
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![[Post New]](/s/i/i.gif) 2013/06/21 13:29:27
Subject: Competitive Yme-Loc Eldar 1850
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Horrific Howling Banshee
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FlingitNow wrote:DAs in a Serpent are just wasted points. Swap them for guardians do the same job better for less points in your current config!!
http://www.dakkadakka.com/dakkaforum/posts/list/534784.page This entire thread has been dedicated to the usefulness of DA, and I would read it before you say they suck. The 18" range means that with battle focus you can stay in range of the enemy but out of rapid fire range, and their 4+ save makes them much more durable than guardians. included in this is the mathhammer on 10 DA, a wave serpent with a SC, and a FS against a squad of TEQ.
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![[Post New]](/s/i/i.gif) 2013/06/21 17:17:01
Subject: Competitive Yme-Loc Eldar 1850
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Veteran Wolf Guard Squad Leader
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FlingitNow wrote:
The War Walkers I just don't get. The Bright Lance wants to be shooting AV13-14 the scatter laser can't do anything to that. Then the BL will want to shoot at AV12 the scatter laser needs 6s to glance. When your BL starts shooting infantry it wants to start with multi wound T4 terminators followed by terminators and then multi wound T4 with 4+ or worse saves. The SL is not good against any of these targets. It wants to shoot light vehicles and hordes. Why put these weapons on the same model?!?!?!. Why? Why? WHHHHYYYY (in best Shatner "Khan" voice). I see this all the time and it is baffling. I don't know what idiot first thought up this combo after reading the laser lock rule, but I can't fathom why anyone listened to him when he said it was a good idea. /rant
I guess it's for Laser lock? Still, I think Flingit is right. I could see the Scatter Laser + Starcannon for shooting MEQ, but not the Scatter Laser + Bright Lance.
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2500 pts
Horst wrote:This is how trolling happens. A few cheeky posts are made. Then they get more insulting. Eventually, we revert to our primal animal state, hurling feces at each other while shreeking with glee.
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![[Post New]](/s/i/i.gif) 2013/06/21 17:35:41
Subject: Competitive Yme-Loc Eldar 1850
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Been Around the Block
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Fling it now, as wilsjur mentioned, those are the reasons why I have DA, also, the war walkers with dual lances get 8 lance hits, scatter-lance walkers get 5.333 lance hits and 16 laser hits, that seems a lot better to me? results against armour value 12 the dual lances get about 1.333 glances and 2.666 pens, the combo of laser and lance get about 3 glances and 2 pens, that is better to me. Against av14 it may be worse but I still think that's a good loadout! against meq the dual lances cause about 7 wounds and the laser/lance combo cause about 9.166 wounds, against teq the dual lances cause 5 wounds(around about) and the laser/ lances cause about 5 wounds. I see this as a good combo, where have you been doing your math?
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40K ARMIES
Wolves of pestilence ( nurgle space wolves
Lamenters jump list at 1500pts
Eldar: Just Started and am very excited!
FANTASY ARMIES
Wood Elves: Dryad army around 600pts
Ogre Kingdoms: Pirate gunners = 1850pts
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![[Post New]](/s/i/i.gif) 2013/06/21 17:47:50
Subject: Competitive Yme-Loc Eldar 1850
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Ladies Love the Vibro-Cannon Operator
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Well, I'd take just one 6 men GJB squad and one unit of 10 Warpspiders. This would free some points to give the army more variety. Small GJB squads are too squishy and with Warpspiders you first need to approach the enemy. You need more units that can target the enemy from the very start.
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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) 2013/06/21 18:06:09
Subject: Competitive Yme-Loc Eldar 1850
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Been Around the Block
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the spiders are almost guaranteed to be in range first turn? also, if I did consider this, what would you suggest to replace the bikers
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40K ARMIES
Wolves of pestilence ( nurgle space wolves
Lamenters jump list at 1500pts
Eldar: Just Started and am very excited!
FANTASY ARMIES
Wood Elves: Dryad army around 600pts
Ogre Kingdoms: Pirate gunners = 1850pts
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![[Post New]](/s/i/i.gif) 2013/06/21 21:38:51
Subject: Competitive Yme-Loc Eldar 1850
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Ultramarine Chaplain with Hate to Spare
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Fling it now, as wilsjur mentioned, those are the reasons why I have DA, also, the war walkers with dual lances get 8 lance hits, scatter-lance walkers get 5.333 lance hits and 16 laser hits, that seems a lot better to me? results against armour value 12 the dual lances get about 1.333 glances and 2.666 pens, the combo of laser and lance get about 3 glances and 2 pens, that is better to me. Against av14 it may be worse but I still think that's a good loadout! against meq the dual lances cause about 7 wounds and the laser/lance combo cause about 9.166 wounds, against teq the dual lances cause 5 wounds(around about) and the laser/ lances cause about 5 wounds. I see this as a good combo, where have you been doing your math?
Well those aren't really reasons to use DAs in Serpents those are reasons to use DAs out of Serpents. With Conceal the Guardians are basically as survivable debatably more so. The point of the Serpent is to deliver the fire power where you need it the range should then be redundant.
Yes against AV12 you're about equally good and you are better against MEQ with your load out. Your loadout is also better against Hordes. But you don't take BL War Walkers to deal with those targets. Warp Spiders kill AV12-, Wave Serpents do a good job at that too whilst nearly everything in your army deals with MEQ and 1 wound terminators.
Now compare the maths against AV13-14 and against Paladins or Mega Nobz. You know the stuff that causes the rest of your army problems.
Then compare the numbers when both squads are guided as you have a Farseer note how much more benefit you get from the unit that way. SL + BL is a flat out bad combo. It waters down what both guns are good at.
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