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Made in us
Devastating Dark Reaper







I recently suffered a defeat at the feast of blades, outclassed by both Grey Knights/Riptide and An illegal eldar/iyanden allied list. Regardless, things needed to be changed. This is my attempt at a transition from a pure wraith list with lots of small jetbike squads to something more diverse, more alive and hopefully more effective.

Farseer on Jetbike w/Spiritstone of Anath'lan/Runes of Witnessing
3x Spiritseers 1 w/Wraithforge stone
Warlock on Jetbike

5x Wraithguard w/ Cannons in
Wave Serpent w/ Scatter Laser/ Holo Fields
5x Wraithguard w/ Cannons in
Wave Serpent w/ Scatter Laser/ Holo Fields
10x Guardians w/ Shuriken Cannon in
Wave Serpent w/ Scatter Laser/ Holo Fields
9x Windriders w/ 3x Cannons
5x Rangers

5x Harlequins w/5x Kisses/Shadowseer

5x Warp Spiders

Wraithknight w/Scatter Laser/Suncannon/Scattershield


The general tactic will be to place my farseer and spiritseer with wraithforge stone on the field attached to my harlequins, benefiting from veil of tears, serving as my wraithknight's personal escort for early game and in case of fallback/assault based enemy such as gaunts or other silly things that need to be mopped up while the big man does what he does best: Shoot the big gun. Also on the field, hiding, will be my serpents. Rangers will most likely go into reserve, but I may infiltrate them, they will be babysat by the harlequins later in the game. The jetbikes will come in from reserve and will form a delayed spearhead, led by my farseer and hopefully benefiting from a 2+ armor or jink save, also providing the forward wraithguard and guardian units some additional close range fire power. The warp spiders are an afterthought.. They can be replaced, if something of their value can be added, such as additional harlequins, a shard of anaris or something of the sort, but statistically 5 is all you need to dismiss AV 10 vehicles/rear armor from the board. The other two spiritseers will be in the serpents.

That being said, I humbly await the thoughts of my peers. Deep insight fellow seers. And please don't hesitate from making any criticism, but with that being said, your not changing my wraithknight or convincing me to buy another one ;D. Thank you.

This message was edited 1 time. Last update was at 2013/08/30 19:05:18


Death is just the beginning, for those who walk the path of Valhalla. Flesh is the stuff of the enemy, transcend it, for only in spirit are the Eldar truly eternal.  
   
Made in us
Judgemental Grey Knight Justicar






I think it looks like a solid list, without knowing the Iyanden codex, so I don't know what the Wraithforge Stone does. I would break up the Jetbike squad into at least 2 separate units, maybe even 3 squads of 3. I'd also ditch the Rangers and the Harlequins; they can't keep up with the rest of your fast army. I have found that Warp Spiders are borderline broken good, and would take the points made back from the rangers and harlequins to get either another squad or buff up the one you have.


 
   
Made in us
Lone Wolf Sentinel Pilot




PA Unitied States

I Agree about the mobility and add Harley's aren't really worth the point sink anymore. The only way I'd play them is if I Allied with Dark Eldar so I could have a fearless unit of them. I can't believe they lost fearless in the new codex.

22 yrs in the hobby
:Eldar: 10K+ pts, 2500 pts
1850 pts
Vampire Counts 4000+ 
   
Made in us
Executing Exarch





The Twilight Zone

I am fairly certain you can't double dip on remnants of glory and the cool iyanden swag(don't have my codex on me). So its either the wraithforge stone or the spirit stone. The choice is pretty clear, as the forge stone is borderline hacking(even with 1 WK, but you almost need 2). The spirit stone is situation at best, and some games it has 0 impact. Also consider tossing runes of witnessing, it is nice but not required.

I would put your farseer on a bike so you can throw out powers from the get go(drop the spirit stone for a bike!) and consider a spear. The ld10 helps the bikes and the extra spear for AT. Give the warlock a spear too.

Sad to say, but harlequins are basically garbage in this new book. They have a few uses, but 5 and a shadowseer won't do much of anything but die and be an expensive waste.

As much as people talk trash about them, rangers are not that bad. Sure, they are not jetbikes, but they have uses. You could drop them for three bikes and a guardian though. Just make sure you use rangers to their full effect. Outflanking onto objectives, MC/special weapon hunting, or cover camping cowardice. For sheer objective use, bikes are better.

If you drop the clowns you can get another squad of spiders+toys, or a prism with holo fields, etc.

This message was edited 1 time. Last update was at 2013/08/29 16:07:08


The most important rule of 40K-Page XVII of the 6th edition rulebook, the figure at the top right of the page. "Shake hands with your opponent and thank them for a good battle and fun experience." Then go out for a beer.
Shine bright like Iyanden  
   
Made in us
Agile Revenant Titan






Austin, Texas.

wave serpnts need shuieken cannons, helps alot. drop harlies and rangers, like they said^^^ , get more spiders, and also shuiken cannons on the serpents.

I do drugs.
Mostly Plastic Crack, but I do dabble in Cardboard Cocaine. 
   
Made in ca
Been Around the Block




I like your list. Gonna have to go on a bit of a rant in support of your inclusion of harlequins. I really don't undertand why harlequins seem to get so much hate. They always have, and continue to do very well for me.

I always take them with kisses and the requisite shadow seer. That is 3 WS 5 rending attacks each. 4 on the charge at str 4. All at initiative 6!! .
They often kill all the models in base contact and then either sweep the unit or even better pile in just to hit and run during the opponent assault phase.

Yes you have to take a psychic test for veil of tears but at ld9 it usually goes off and it has become a pretty big deterrent for targeting the harlequins in my gaming group. If they declare the harlequins as the target and fail that 2d6x2 that unit loses their shooting for the round. I recently played a game where my friend got his storm raven within 8" of them and rolled a 1 and a 2 for their spotting distance. He really needed his storm raven to do some damage that round and if it targeted anything else it would have. He's hesitant to target them at all now. I seldom have problems getting them into close combat and even a few of them are kicking out a lot of attacks on the charge.


Automatically Appended Next Post:
Your 5 harlequins will get 20 attacks on the charge, most often hitting on 3s. If you're lucky enough to get doom as a power then there are few things that won't suffer greatly from being assaulted by the harlequins.

I often run a spiritseer with my harlequins and it's great. Putting three Spiritseers with them can potentially buff them to hilarious levels.

Possible +3 to run while ignoring difficult terrain. Solves the mobility issue.

Having a likely minimum 3+ cover save when an enemy unit successully spots them.

Str 4 base and 5 on the charge? Yes please.

Regain fearless.

This message was edited 3 times. Last update was at 2013/08/30 20:17:04


 
   
Made in us
Agile Revenant Titan






Austin, Texas.

PsycicSpaceElf wrote:
I like your list. Gonna have to go on a bit of a rant in support of your inclusion of harlequins. I really don't undertand why harlequins seem to get so much hate. They always have, and continue to do very well for me.

I always take them with kisses and the requisite shadow seer. That is 3 WS 5 rending attacks each. 4 on the charge at str 4. All at initiative 6!! .
They often kill all the models in base contact and then either sweep the unit or even better pile in just to hit and run during the opponent assault phase.

Yes you have to take a psychic test for veil of tears but at ld9 it usually goes off and it has become a pretty big deterrent for targeting the harlequins in my gaming group. If they declare the harlequins as the target and fail that 2d6x2 that unit loses their shooting for the round. I recently played a game where my friend got his storm raven within 8" of them and rolled a 1 and a 2 for their spotting distance. He really needed his storm raven to do some damage that round and if it targeted anything else it would have. He's hesitant to target them at all now. I seldom have problems getting them into close combat and even a few of them are kicking out a lot of attacks on the charge.


Automatically Appended Next Post:
Your 5 harlequins will get 20 attacks on the charge, most often hitting on 3s. If you're lucky enough to get doom as a power then there are few things that won't suffer greatly from being assaulted by the harlequins.

I often run a spiritseer with my harlequins and it's great. Putting three Spiritseers with them can potentially buff them to hilarious levels.

Possible +3 to run while ignoring difficult terrain. Solves the mobility issue.

Having a likely minimum 3+ cover save when an enemy unit successfully charges them.

Str 4 base and 5 on the charge? Yes please.

Regain fearless.


just curouse... are you saying that you get cover saves in CC? cause you dont....

also with 20 attacks, s4 rending on charge, agaisnt a space marine your inflicting 3.7 wounds. not a whole lot. and the unit itseself is super expensive, even if no one targets them because of veil of tears.

I do drugs.
Mostly Plastic Crack, but I do dabble in Cardboard Cocaine. 
   
Made in ca
Been Around the Block




edit: oops, I did say that but it was a typo. Fixed now.

In close combat it is of course just the 5++ and with T3 they're fragile. When I've used them I've found that there is typically few return attacks. It's not hard to position them so that only a few are in base contact on the initial charge, with most of the rest being within the 2" to contribute their attacks. There are usually so many hits with 4 WS 5 attacks each that the models in base contact are dead before their units initiative step. No return attack. Then you pile in and during the opponents assault phase, with initiative 6, the harlies usually go first, unload a further 3 attacks each, get a few more kills, limiting return attacks and then hit and run i g away. 1/3 chance to negate any wound regardless of strength or ap is pretty decent.

This message was edited 1 time. Last update was at 2013/08/30 20:19:05


 
   
Made in us
Devastating Dark Reaper







The Harlequins definitely could be dropped, I just really liked the concept of my farseer not being targeted before the jetbikes arrive.

As to the farseer, I apologize, he does have a jet(board), the spiritstones are great, I'll be using the runes of fate exclusively with him which are mostly warp charge 2. His jetbike retinue is massive, because I intend on using it offensively, so not only will it be tougher to force morale checks, but I will have more concentrated guns where I need them, only have to buy one warlock for protect/conceal and only one squad to target for blessings.

The remnants of glory/gifts of Asuryan can be taken in the same list, just not on the same model.

I'm looking for a good backfield objective holder.. Rangers by themselves have always failed me, but I figured with harlequin support they might be able to hold out a bit longer. I also need a unit to keep hordes off of my wraithknight and bail him out of jams. Would I be better off taking guardians for camping? Perhaps some dire avengers and just roll on telepathy until one of my spiritseers gets invisibility?

I definitely like being fast, and more warp spiders always seem to be a popular choice. Cannons are worth considering.. I just turboboost so darn much..

Small squads of jetbikes have failed me hardcore. I'd be tempted to maybe take one squad of three additionally just for the hide and score, but I'd rather outflank a unit of rangers.

Death is just the beginning, for those who walk the path of Valhalla. Flesh is the stuff of the enemy, transcend it, for only in spirit are the Eldar truly eternal.  
   
Made in us
Regular Dakkanaut




Small squads of jetbikes are the best objective grabbers since you can normally keep them away from everything until the last turn and than turboboost next to the objective.

Its true though if your going 1st your opponent has one chance to deal with them if you use them to contest/take objectives near the opponent.

If you use them to take objectives away from the fight or if you go 2nd they are golden.

This message was edited 1 time. Last update was at 2013/08/30 19:54:12


 
   
Made in us
Devastating Dark Reaper







It's very true, I usually run 6 troop choices with a lot of 3 man squads of windriders. This time I've decided to try a solid 5, using the extra points for some non scoring, but perhaps more useful options. Last turn objective grabbing is no where near reliable enough for me to bet my game on it.. Plus I spend so much time hiding from my opponent that the scoring squad is the easiest thing to take out..

I've decided that since they're the same points I'm going to take both the 5 man squad of harlies and a holo prism. I can either run them separately and compare or head to head at 2000 and come back with the results:
--While I feel that the ghost clowns offer a chance at true invulnerability in the early rounds for my jetbike seer, while providing a range of late game roles based on my opponent's preferences.
--The Fire Prism meshes with my list well for several reasons, the first being that it is allowed a chance to hide behind my serpent saturation, barely revealing itself to unleash it's deadly large blast which is the second reason for awesomeness, The top opponent in my group runs five man squads of gray knights who spread out, so my suncannon can only hit one man at a time, but the big one at least gives me a chance to drop a large template down the table. Or take out armor at range which everything else in my list severely lacks for the most part, relying on hiding through the first few rounds instead.

Thoughts?


Death is just the beginning, for those who walk the path of Valhalla. Flesh is the stuff of the enemy, transcend it, for only in spirit are the Eldar truly eternal.  
   
 
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