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Made in us
Deadly Dire Avenger





Hey all you cheese connoisseurs! Tell me what you think of my cheese of a list and let me know how it can be refined! I attempted to bring a great deal of ballance as this will most likely be used in a tourney unless it has major changes.

1849 out of 1850 [Eldar/Tau Allies

ELDAR

1 Farseer
1 Farseer - Jetbike; Singing Spear; Runes of Witnessing; Warlord.

1 Warlock
1 Warlock - Rune Armour; Shuriken Pistol; Witchblade.

5 Dire Avengers - Avenger Shuriken Catapult; Plasma Grenades.
1 Wave Serpent - Scatter Laser; Shuriken Cannon; Holo Fields.

5 Dire Avengers - Avenger Shuriken Catapult; Plasma Grenades.
1 Wave Serpent - Scatter Laser; Shuriken Cannon; Holo Fields.

3 Windrider Jetbike Squad
3 Windrider Jetbike Riders - TL Shuriken Catapults; Eldar Jetbike.

3 Windrider Jetbike Squad
3 Windrider Jetbike Riders - TL Shuriken Catapults; Eldar Jetbike.

8 Warp Spiders
8 Warp Spiders - Death Spinner; Warp Jump Generators.

7 Dark Reapers
6 Dark Reapers - Reaper Launcher X 6 (Starswarm)+(Starshot); Reaper Rangefinder;
1 Dark Reaper Exarch - Reaper Launcher X 1 (Starswarm)+(Starshot); Fast Shot.

3 Vaul's Wrath Support Battery
3 Vaul's Wrath Support Battery - D-cannon X 3.
6 Guardian Crew
6 Guardian Crew - Shuriken Catapult; Plasma Grenades.

TAU

1 Commander
1 Commander - Flamer X 2; Stimulant Injector; Command and Control Node; Onager Gauntlet;
Puretide Engram Neurochip; Multi-Spectrum Sensor Suite; Neuro Web Jammer;
XV8-02 Crisis 'Iridium' Battlesuit.

10 Kroot
10 Kroot - Kroot Rifle X 10.
1 Kroot Hounds - Acute Senses.

1 XV104 Riptide
1 XV104 Riptide - Ion Accelerator X 1; Fusion Blaster X 1; Early Warning Override; Velocity Tracker.

1 Aegis Defence Lines
1 Aegis Defence Lines
1 Gun Emplacement
1 Gun Emplacement - Icarus Lascannon X 1.

Farseer rolls once on Runes of Fate, if no fortune, he takes primaris power Guide. 2 other rolls are on Divination, if I dont like one power, swap for Prescience. If Perfect Timing, joins Reapers or Riptide depending on my needs, other wise joins Warp Spiders.

Warlock joins Vaul's Weapon Squad, rolls on Runes of Fate. If +1 Armour save, guns go up front, if nothing else good, primaris power Conceal for a shrouded artillery unit.

2 Wave Serpents move minimum distance and fire scatter lasers to twin link shields, sit behind aegis line for 3+ jink with holo fields.
Close to the end they move up and sweep units off objectives, when they move 6" and disembark they will also use shuriken cannons for [4-twinlinked S6 Ap6][d6+1 S7 Ap- pinning][3-twinlinked S6 Ap5] + [10 S4 Ap5 "rending"] on a single unit, the Dire Avengers use run+ fire and get on obj, go to ground rest of game.

2 units of Jet Bikes remain in reserve as long as possible, stay out of sight until late game turns, then flat out to take or deny objectives.

Dark Reapers sit in back behind aegis, Exarch mans quad gun for fast shot lascannon, if he intercepts, he can use his other star shot missile in the next shooting phase. Choose to keep numbers down for reasons called AP3 Barrage and points effectiveness. Reapers need only 7 men to effectively remove a 10 man marine squad or a tank in one turn with rerolls or tank hunter.

Vaul's Weapon Team moves+runs up field for anti slow tanks to get range, sits back for anti termy drop/deepstrike/mech drops. Stays in cover if possible for +2 to cover save. Star unit in multiple games due to many wounds at T7, and a S10 Ap2 instant death barrage weapon.

Commander joins either riptide or dark reapers to give them tank hunters/rerolls/ingore cover. For reapers he is a 2+/4+ cvr/5+ FNP meat shield, to shield my most expensive unit along with flamers for mean overwatch. To riptide he joins as squad and they move around waiting for flyers and deep strikers, if there are none they fire large blasts on key targets that ignore cover.

Kroot outflank with acute senses and try to get around an Aegis line and piss of a few units as a back field distraction. Suicide unit is all respects. If there is forest terrain, they infiltrate if the cover has good field position or it the opponent has intercept. They can also deny objectives later and it is an effective strategy to threat saturate.

Riptide has its obvious uses, however it also serves as av 14 with its fusion blaster and tank hunter from Buff Commander. However a last resort as I aim to keep him out of combat and at range, as that is its specialty.


Aegis Line is pretty clear on its use, but a 2 shot/S9 Ap2/ Bs5, re-rollable tank hunting Icarus Lascannon is lethal to flyers.



It is the rule in war, if ten times the enemy's strength, surround them; if five times, attack them; if double, be able to divide them; if equal, engage them; if fewer, be able to evade them; if weaker, be able to avoid them. - Sun Tzu  
   
Made in gb
Araqiel



London, UK

Excellent write up, super solid list. Would certainly do well in my local meta


http://kck.st/1G8pjrE

www.facebook.com/wartorngames 
   
Made in us
Deadly Dire Avenger





Thanks man, I did alot of research and put some time into each upgrade, Im open to any suggestions or unit swaps as I have alot of models to choose from so I could definitely be flexible in my approach. I was also considering wraith guard but they are awfully expensive to be sitting in a transport.


It is the rule in war, if ten times the enemy's strength, surround them; if five times, attack them; if double, be able to divide them; if equal, engage them; if fewer, be able to evade them; if weaker, be able to avoid them. - Sun Tzu  
   
Made in us
Executing Exarch





The Twilight Zone

Your list is solid, but it is not really that cheesy. You could have 3 riptides and a wraithknight, or the opposite. Or 6 DAVU wave serpents, or 6 DAVU serpents and 3 knights with a laughing bike leader.

As far as your list, a couple of tweaks. The reapers need night vision if you have the points spare, for T1 shooting. Then again, if you have your commander with them scrap that. More important is vectored retro thrusters on your commander. Hit and run can save your riptide, reapers...well, basically anything that gets in CC.

Runes of witnessing are overkill, so you can drop those if you need points. Also, I would take doom if you get it, in addition to fortune.

This message was edited 1 time. Last update was at 2013/09/20 12:28:01


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
Trustworthy Shas'vre






This list is not cheese. Its a solid well designed list. The only complaint I could see someone making is the allied Buff Commander, or the Fast Shot Icarus, but this list certainly isn't Cheesy IMO. 6 DA WSs and 2 Knights is way nastier IMO.

Dr. Serling gives good advice.

Also, a Velocity Tracker on a IA Riptide is a waste. 3 BS 3 S7AP2 shots is really bad AA for its points. Just put the Buff Commander with your Dark Reapers for Twinlinked AA plus the Icarus. EWO on the riptide is great, as is a Stim Injector for a sole Riptide.

40k is 100% Skill +/- 50% Luck

Zagman's 40k Balance Errata 
   
Made in us
Black Templar Recruit Undergoing Surgeries





Milford, MA

As stated above, the list seems fine. I know it's the hotness right now, but I really do love Tau/Eldar lists, they're just so cool.

2000
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Made in us
Deadly Dire Avenger





Thanks for all the tips! I just won a smashing victory against a really competitive ork player who has beat me twice before. Off to the next match i go!


It is the rule in war, if ten times the enemy's strength, surround them; if five times, attack them; if double, be able to divide them; if equal, engage them; if fewer, be able to evade them; if weaker, be able to avoid them. - Sun Tzu  
   
 
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