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Made in ca
Furious Fire Dragon




I'm taking this list to a local tourney. Crimson hunter is in there because people around here have a love for the hell-turkey flyer that scares the pants off of me, worse yet, they run two of them. Add to that the number of people who have Daemon Princes, and the guy who's running two flyrants, basically I need some effective AA. There are also a lot of marine players so the S5 AP3 Large Blast from the Fire Prism is possibly the deadliest thing ever. So, the list now;

Farseer (one roll on Runes of Fate AKA taking guide, two rolls on Divination AKA taking prescience and hoping for something else useful)
-Jetbike
-Mantle of the Laughing God

5 Dire Avengers (x4)
-Wave Serpent
-Twin-linked Scatter Lasers
-Holo-fields

Crimson Hunter
-Exarch
-Marksman's Eye
-Night Vision (had 5 points laying around and it was the most likely to be useful thing)

Fire Prism (x2)
-Crystal Targeting Matrix
-Holo-fields
-Shuriken Cannon

Quick explination on all the upgrades on the fire prism. He has a 30" move each turn while firing his big gun at full ballistic skill, that basically means that he has a 90" threat range and line of sight blocking terrain can be danced around. On top of that he ends up with a 3+ cover save so he is far more likely to survive the opponents shooting. Thoughts on the list?
   
Made in us
Executing Exarch





The Twilight Zone

Don't be so quick to take guide/prescience+div power for your farseer. The potential powers you can get from each table are FAR more useful. Guide/prescience/shriek is the worst case scenario(which is incredibly powerful) but if you can nab some of the better powers from the tables, it is worth it. The extra couple of rolls may slow down your round 1-2 minutes, but could easily win you the game.

For runes of fate, try to nab fortune and/or doom. Both are almost always worth taking. Take guide if you get anything else, and once you take guide on to divination. Consider forwarning(great for protecting your hunter) or misfortune depending on your opponent. Don't forget about telepathy; hallucination, invisibility, puppet master and psychic shriek are all fantastic. Terrify also has uses if you need to break fearless from a blob or deathstar.

Your troops are quite solid.

The hunter exarch does not need any upgrades. Probably better to put a chin cannon on one of the serpents over marksman's eye, and take a singing spear on the farseer over night vision. An S9 shot will come up more often than games where night vision hits and the hunter is still alive. Since the hunter won't show up till T2 at the earliest, 50% of games night vision is useless as it hits T1. Other games, the hunter has to survive till T5, then fail to get close enough to a target that is stealthed/shrouded. These scenarios are near impossible.

I think you misread the crystal targeting matrix. It only works once, meaning you can shoot+scoot once, then your done. Prisms are still great, and so are CTM's but not that great. Also, if you plan on using it, or prisms in general drop the chin cannons. Prisms are great at staying back or running from danger. If you are in a situation where the cannon could even matter, your making a risky move or the prism is dead anyways.

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 ca
Furious Fire Dragon




Oh deary me, didn't see that one use only, those 50 points feel wasted now. Definitely willing to get rid of night vision, but singing spear is even more useless, that farseer turbo boosts literally every turn so that I can have 2+ cover and be where I want to be. In terms of Marksman's Eye, being able to pick off heavy weapons with him is so useful it's not even funny. Probably will drop the chin guns and the CTM, gives me 70 points to play with which I think will be a War Walker with two starcannons because they are the bane of Terminators and Space Marines everywhere. I do however intend to hold on to guide and prescience, it allows me to twin-link both fire prisms if I'm going for the lance on them, as well as the War Walker when I'm not rolling to wound. My favourite roll on the tables is actually if I get Guide, Prescience, Misfortune, making terminators re-roll the 5+ after they just got plasma that was re-rolling to hit spewed all over them is wonderful.
   
Made in us
Executing Exarch





The Twilight Zone

The singing spear is hardly useless. Turbo boosting a laughingseer for a 2+ cover is. When a bike moves(even .00001 inch) it gains a 5+ cover save due to jink. Combine that with stealth and shrouded and you always have a 2+ cover save so long as you move. Now, if you need to turbo boost to redeploy that is 100% legit, but for 5 points you have access to an S9 shooting attack! That extra AT can save your bacon, and you still have the same effects of a witchblade in CC(including the extra attack with your pistol).

A dual starcannon walker is a nice replacement for your extra toys, considering your meta seems to be MEQ, TEQ and MC's left and right.

I rarely see a hunter actually targeting infantry, as the target priority is generally Fliers, heavy armor, MC's, Light armor, then TEQ and up for infantry. If you have the luxury of wasting your hunter on MEQ to snipe out a lascannon or whatever, you are a luckier player than I. That said, it is not a horrible use of spare points if it floats your boat. Consider getting the starcannons if you want that route; use the agility of the hunter to get rear armor of the flier, and with the extra shots/skyhunter rule, even S6 can penetrate pretty reliably. Then if you need to hunt special weapons, you have that much more dakka to do it.

I understand wanting two twin link's with your prisms, as they are very prone to 1 shot syndrome. However, blindly defaulting to guide/prescience/power is fighting with one hand behind your back. Doom is outright evil against MC's or tough targets you need to crack open, including heavy armor. Psychic shriek can absolutely devastate an MC or any marine squad, particularly if you can misfortune them first! Rolling can access better battle specific powers, but you can roll with confidence knowing that your primaris powers are amazing. You have nothing to lose from rolling, but potentially a lot to gain.

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
Longtime Dakkanaut




United States of America

Listen to Serling as his words are liquid gold, Only thing I would do is after dropping the prisms upgrades (except HF) take SS of anathan so those WC 2 powers are WC 1 for the cost of your inv (you have a 2+ re roll cover/3+ AS) and possibly the phoenix gem if you want, its been funny to charge kroot squads when the farseer is on his last wound (stupid ignore cover commanders).

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