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Made in gb
Fresh-Faced New User




I have the finals f a tournament in 3 weeks and want help perfecting my wave serpent/scatter laser spam

HQ - 140 points

Prince yreil - 140 points



Troops -

5 Dire avengers with wave serpent, scatter lasers, shurrican cannon and holo-fields - 195

5 Dire avengers with wave serpent, scatter lasers, shurrican cannon and holo-fields - 195

5 Dire avengers with wave serpent, scatter lasers, shurrican cannon and holo-fields - 195

8 Dire avengers with wave serpent, scatter lasers, shurrican cannon and holo-fields - 244



Heavy support - 280

War walker scatter laser, scatter laser
War walker scatter laser, bright lance


Tactics

Harass infantry with 3 wave serpents while the 4th goes after any camping units with yriel in it and the walkers take out any tanks, I feel it's lacking something or needs tweaking, any help or ideas? I have three weeks to buy and paint any changes that are made
   
Made in us
Agile Revenant Titan






Austin, Texas.

Needs a few changes. Yeirl is an eldar combat character in an edition where combat is terrible. Especially when he will be in a serpent. He will die and do nothing in most of your games.
Only other thing is the lone bright lance on your war walker. Dont mix roles with your war walkers, better to have both of the same weapon, so x2 scatters on both your walkers.

Otherwise looks great

I do drugs.
Mostly Plastic Crack, but I do dabble in Cardboard Cocaine. 
   
Made in ca
Foolproof Falcon Pilot




Ontario, Canada

I'm with ninjafire in both regards. What it's lacking is anti-tank.
- Yriel is out of place as a melee character in an all shooting army. He's also joined by dire avengers which aren't the best combat units. If is sole purpose is to hunt down camping units then you could take an Autarch with jetbike, mantle, laser lance, and Scorpion Chainsword. Most camping units will be small squishy squads holding objectives. This Autarch by himself should easily take care of those types. Plus he can help out with haywire grenades, too.
- The War Walkers should be given 4 bright lances as they are your ONLY dedicated anti-tank. as it stands currently; if you encounter any AV14 you have ONE twin-linked bright lance in your entire army to take care of it. Alternatively you could kit one out with 2x bright lances and outflank him to ensure he gets his shots off, and let the other continue to run scatter lasers.
   
Made in gb
Fresh-Faced New User




I know there are a lot of infantry base armies so mabey one war walker squad with bright lances so that's 4 to take out tanks and then a squad with scatter lasers for the hoards of infantry, but the Hq is bugging me I done know wether a farseer would be better, guide and doom would be great on the infantry, of they die faster then I can move on to tanks and walkers


Automatically Appended Next Post:
Cause I have the points for 2 farseers on jet bikes with singing spears like the autarch but can cast physic abilities

This message was edited 1 time. Last update was at 2014/05/12 07:15:46


 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Well, I'd replace Yriel with a Jetseer able to buff the Warwalkers with guide and prescience.

As a third power, I'd take psychic shriek for this last Berzerker who refuses to die.

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 
   
Made in fi
Homicidal Veteran Blood Angel Assault Marine





Farseer is an excellent HQ choice, but I wouldn't throw Yriel away so quickly.
Another option I suggest is switching that one DA squad into Scorpions and put Yriel with them.
Together they form and anti-attack unit to clear flanks or punch into the enemy territory to take weak objectives from Scouts, FWs, etc.

Remember, bullying someone weaker and smaller is the true Eldar way!


Automatically Appended Next Post:
PS. Outflanking Wave Serpent, anyone?

This message was edited 1 time. Last update was at 2014/05/12 07:51:17


4000p
1500p

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DS:90S+G+MB--IPw40k12+D+A++/mWD-R+T(T)DM+
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Made in gb
Fresh-Faced New User




I think that might cost too much and mess wth the over all stand a shoot tactics of the army, yes they would delay the enemy moving forward but it would cost to much fire power I have 180 points for a hq and upgrades

I'm think autarch, jet bike and singing spear but that leaves about 60 points for other stuff like mantle of the laughing god
   
Made in ca
Foolproof Falcon Pilot




Ontario, Canada

If you're going to be taking two squads of warwalkers then a farseer on a jetbike with a mantle is likely your best option. Keep him in the back and out of LOS. Take Guide and Prescience on him and the third can be whatever (I usually like to try and roll Fortune or Doom). If you're just going to stick to the one squad of warwalkers then you're likely better off taking the autarch so he can carry out the original role of hunting down campers. On that note - you COULD take an autarch, jetbike, laser lance, fusion gun with 3 Shining Spears. That's exactly 180 points and gives you a fairly scary 4 man hunting squad.

The reason I suggest an autarch over farseers is that none of your army needs psychic powers. All of your vehicles are already twin-linked and your 5 man dire avenger units aren't going to be putting out much damage even with psychic support. If you end up taking two squads of war walkers then you'll have two squads that would greatly benefit from the farseer's re-roll powers, thus making him a viable leader.
   
Made in gb
Fresh-Faced New User




Would physic shrink be worth it? Cause if I put the farseer wth te bright lance squad and a big group of natives starts coming my way I wot have much to take it out, if just worried about my only anti tank being fragile


Automatically Appended Next Post:
Marines not natives*

This message was edited 1 time. Last update was at 2014/05/12 20:10:06


 
   
Made in ca
Foolproof Falcon Pilot




Ontario, Canada

Unfortunately, Independent characters can't join vehicle squadrons.
As for Marines there are a couple reliable tacitcs you can use.
- If you're up against drop pod marines, then keep your bright lance walkers in reserves. After the drop pods are on the table, your walkers can come in somewhere safe, begin their anti-tank role, and battle focus out of LoS.

- Identify the threat to your walkers early, BEFORE they become a threat. Have your serpents fire mercelessly on that squad to take them out before they come in range of your lance walkers.

- Use Battle focus as MUCH as possible to keep your war walkers as far away from the battle as possible, and out of Sight of the enemy whenever they are able. with a 48" range and the ability to move, fire, move, they'll be able to provide their shots as needed.

- With that many serpents you really only need the lance walkers for AV14, and as a bit of backup on AV13. Anything past that is just gravy. It's not common for the enemy to have more than one high AV Threat. So if you take that target out with your lance walkers, which is very likely, then your bright lance walkers really don't matter much anymore. If they're getting rushed, then let them die as slowly as you can manage, and be happy that the enemy is wasting their time killing something that's already fulfilled it's purpose.

- If you've dropped the ball and you've got a marine squad in your face and there's no chance of escape - charge them. Walkers are surprisingly resilient in combat with their 5+ invuln, 3 attacks on the charge, initiative 5. Most Marines will need 6s just to glance you. Unless you're up against a power fist, you might even win!
   
Made in gb
Fresh-Faced New User




That seems pretty good, the dire avengers won't be in the tanks they will e a distraction while the serpents basically commit suicide by getting up in the infantrys face and dire avengers with back up fire so an autarch might be best since no phi chic abilities will help a 5 man squad of dire avengers
   
 
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