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Made in us
Fresh-Faced New User




I have a pretty solid list going I believe but I'm stuck on how to finish it up. After all said and done I'm 56 points under and for the life of me I don't know how to finish up. Here's the list.

CAD

135 Farseer skyrunner, spirit stones, singing spear

Troops
81 3x scatterbikes
81 3x scatterbikes
81 3x scatterbikes
81 3x scatterbikes
81 3x scatterbikes

Lord of war
295 wraithknight sword and board

Aspect host 1 bs+1
180 5x dark reapers, exarch, starshot
180 5x dark reapers, exarch, starshot
106 6x swooping hawks, exarch

Aspect host 2 bs+1
124 6x warpspiders, exarch
124 6x warpspiders, exarch
122 5x firedragons, exarch transport
125 Wave serpent, bright lance, shuriken cannon.

With the points I have left there are a few options, I could throw a d cannon in there or shave 5 points and get 2 vibro cannons or a squad of rangers, or drop a double cannon viper in there. Or get a warlock on a bike with spear for more psychic shenanigans. Or drop the hawks for some other aspect. What do you think dakka?
   
Made in gb
Discriminating Deathmark Assassin






Drop the fire dragons and the wave serpent. Put tempest launchers on your reaper exarches. take another unit of warp spiders and another unit of scatterbikes. Give your wraithknight guns.
   
Made in us
Furious Fire Dragon






The easy answer would be to strap on more Warp Spiders. The Exarch makes them pass all moral checks, so bodies aren't really a liability.

"We are all connected. To the Earth, Chemically. To each other, Biologically. And to the rest of the Universe, Atomically." 
   
Made in us
Enginseer with a Wrench




Fort Worth, Tx

I like the list the way it is. @kholzerino why the tempest launcher? You don't get to split fire with the exarch so you'd be wasting either the unit or the exarch's shooting during that phase. Doesn't really compute with me.

Other than the hawks and wraithknight he doesn't have anything that can kill tanks reliably. Keep the dragons.

Also, sword/board WK is superior to the d-cannon wraithknight in damage potential, output and survivability. Keep the sword/shield. Throw on some scat lasers if you need more s6 firepower.

I like it. Playtest it out and see how it does.

XIX Legion - 3500 points 
   
Made in us
Fresh-Faced New User




I have to agree with Alaric as far as the reapers and Knight goes, as for tank killing the only thing under str 6 is the hawks and for 13+ I have 12 str 8 from reapers 1 str 9 from Farseer to assist with that.

@ cieged I'm loath to add more bodies into the existing spiders because in my experience they get tough to hide behind cover as well as warp jumping is more dangerous as more models means more chances some one landed somewhere they shouldn't have.
   
Made in us
Missionary On A Mission



Eastern VA

It's just personal preference, but I would typically prefer to trade the Wave Serpent for a Falcon, since the Serpent Shield nerf. The pulse laser gives some more long-range reliable HP removal (at least for AV12-13) and monster killing, and you can throw on a brightlance for some more. Oneshot kills aren't reliable, but sometimes the bit of extra anti-tank means the difference between getting the objective, and not. I'd also be inclined to drop one Hawk and add another Dragon, but that's a preference thing - I like to max out my Falcon-mounted squads, and the extra shot helps the Dragons in their secondary capacity as heavy infantry and MC killers.

Not that you're likely to see Terminators in a competitive environment, but Broadsides or Cents are likely enough, and MCs are everywhere - it'd help to be able to throw more AP1 their way.

~4500 -- ~4000 -- ~2000 -- ~5000 -- ~5000 -- ~4000 
   
Made in us
Fresh-Faced New User




Well I have spare points to field 6 dragons in a falcon with my preferred loadout and it would put me at exactly 1850, I'm not a fan of how expensive the one bundle ends up being.

That being said again the question is what to add to the existing list. As is the plan is race the serpent to the intended target let the dragons do their job and then launch the shield at whatever's left from them or other squads shooting, and the lance isnt a one shot kill in my mind it's more of a hey the reapers left a HP on that landraider I'll just scratch that off with this lance here.

This list is made to synergize with itself with redundancy in place for most hard targets.
   
Made in ca
Deadly Dire Avenger




Canada

I run something similar to this. Not as many jetbikes though. The more the merrier though.

I would spend your extra points on getting rifles on your spider exarchs. That little bit of guaranteed AP1 seems to help decrease the spiders unpredictability a bit.

I never run the dragon's serpent without Ghostwalk Matrix on it but YMMV.

I would always put the dragons in a wave serpent over a falcon. The shield + jink will get them close to their intended target alive in most cases. Falcons want to sit back and shoot in my opinion.
   
Made in gb
Agile Revenant Titan






For me, what to add is obvious....

I'd want to throw shoulder scatter lasers or shuri cannons on the Wraithknight. The scatters are arguably better and you can engage 2 targets before assaulting one of them. That's 30 points of the 56 gone. With the remaining 16 I'd personally put holo fields and ghost walk on the serpent. You can confidently stick the thing in cover with no risk of immobilised, and if there's no cover available then you have that 5++ back up. Either way it increase its survivability and almost removes the need to jink keeping its damage output up.

You sought to cower behind your walls, weakling? Instead, by the will of Khorne, you shall die behind them  
   
Made in us
Agile Revenant Titan




Florida

Without changing much to the list, there are a few things you can do.

-Add an Aegis Defense Line to the Eldar CAD.
-Upgrade the lone Wave Serpent with GWM and/or Holofield.
-Add 1-2 Scatterlasers to the Wraithknight
-Drop 1 Dark Reaper which provides the extra points and take another squad of Scatbikes.
-Drop 1 Dark Reaper from each squad which provides the extra points to take a second Farseer.
-Take an Inquisitor with Servo Skulls to prevent units getting close early game, especially with this army's ability to shoot and not assault.

No earth shattering, thought provoking quote. I'm just someone who was introduced to 40K in the late 80's and it's become a lifelong hobby. 
   
Made in us
Fixture of Dakka





Los Angeles

Citomors wrote:
@ cieged I'm loath to add more bodies into the existing spiders because in my experience they get tough to hide behind cover
Flicker Jump isn't mitigating this?

Citomors wrote:
as well as warp jumping is more dangerous as more models means more chances some one landed somewhere they shouldn't have.
Check the Warp Gen listing, as jumping doesn't cause Dangerous Terrain checks. And as for the Assault Phase jump, you gotta fail your armor save too, to die. I've been running 9 spiders through the previous codex; Dangerous Terrain is not an issue, espeically with auto pass Morale. Plus, more bodies mean that if you do roll a double on the Warp jump, it lessens your exarch's chance of catching that bullet.

Your list is very similar to mine, though you have FireDs and less spiders. A single tank has such a tremendous bull's eye on it. As others have stated, it won't last. IF you are intent on keeping it, then add Vectored Engines to give the FireDs more disembark range and to point its stern away from enemy fire.

Simple changes:
1. Add Vectored Engines to the Serpent
2. Scatlas to the WK.

"You can bring any cheesy unit you want. If you lose. Casey taught me that." -Tim S.

"I'm gonna follow Casey; he knows where the beer's at!" -Blackmoor, BAO 2013

Quitting Daemon Princes, Bob and Fred - a 40k webcomic 
   
Made in eu
Shrieking Guardian Jetbiker





I like the list, first off I like the plain WK without shoulder weapons and there are a number of reasons for it:
- Firstly, with the number of ranged D weapons surfacing from DS Wraithguard or Stormsurges or grav spam I’d like to keep the Wk as cheap as possible as bullet sponge and for table control. So cheap and tanky is the way to go for me.
- Points efficiency, you pay a premium for the shoulder mounts to such an extent you would be better off just taking another objective secured bike squad.
- In this list? Opportunity cost. As I have already stated more bikes for redundancy and another 12 S6 shots is golden.
So, first suggestion is to drop a couple of Dark Reapers for another 3 man squad of Windrider Guardians with scatterlasers for more offensive output and scoring potential.

I have had an interesting history Dark Reapers, and when they have worked I’ve used an Exarch with EML. Call me a hypocrite for suggesting something with a large premium cost attached to it but the versatility of that weapon combined with the fast shot rule has made them worth it for me… even then I’m not overly fond of them since they are a massive points sink for what they do.

I’m not sure I like the Fire Dragons in this particular set up; I usually would prefer a couple of squads deepstriking in Cloudstrike Falcons or drive by Raiders but a single Wave serpent doesn’t do it for me even with It’s buffed BS but without knowing what else you own I’m not sure what I could suggest*.

* Although if it were me I'd try and drop the Wave Serpent, Dragons and some Dark Reapers or a Scat pack for some Hawks and squadron of Nightspinners


 Hawky wrote:
Power Armour's greatest weakness is Newton, the deadliest snfbtch in space.



"You're in the Guard(ians), son! 
   
Made in us
Dakka Veteran





Why not put a crystal targetting matrix on the wave serpent?

This would allow the serpent to serve it's intended purpose, going flat-out to get the dragons into position quickly, while still allowing you to fire off that lance at full BS in the same turn, or situationally popping your serpent shield into offense mode to clear out units with a high cover save. It basically gives you offensive options with the serpent aside from just pushing it across the table and waiting till next turn.

There is NO SUCH THING as MORE ADVANCED in 40k!!! There are ONLY 2 LEVELS of RULES: Basic and Advanced. THE END. Stop saying "More Advanced". That is not a recognized thing in modern 40k!!!!
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3300 
   
 
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