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Made in gb
Devastating Dark Reaper




Worcester

Hello there again!

This is my current list for an 1850 Mealstrom Tournament with Eternal war elements in them. The TO has stated that anything is allowed except for any formations that give you free units of upgrades.

So, here is my list - please give me absolutely any feedback! (below this is a list of all the models I have available).

CAD 1:
Farseer on Skyrunner - 115

4x Windriders (3 Scatter Laser Upgrades) - 125
3x Windriders (3 Scatter Laser Upgrades) - 81

Hornet with 2x Pulse Lasers - 80
Hornet with 2x Pulse Lasers - 80
Hornet with 2x Pulse Lasers - 80

Warp Hunter with Spirit Stones and Holo-Fields - 210
Warp Hunter with Spirit Stones and Holo-Fields - 210

Wraithknight with Sword and Board - 295


CAD 2:
Farseer on Skyrunner - 115

3x Windriders (3 Scatter Laser Upgrades) - 81
3x Windriders (3 Scatter Laser Upgrades) - 81

Wraithknight with Sword and Board - 295


Total: 1848

What do you think?

Tactics would be to get shrouded and invisibility for both Farseers (hopefully) and make both Knights invisible and allow the Warp Hunters and Bikes a really good cover save and allow for 2x Psychic shriek if needs be).

Models Availuable:
Spoiler:

Autarch with Jump Pack and Fusion Gun
3x Farseer on Foot
3x Warlock on Foot
12x Fire Dragon (inc 2 Exarch)
6x Banshee (inc 1 Exarch)
5x WraithBlade with Sword
9x Wraithguard
20x Dire Avengers (inc 2 Exarch)
30x Guardians (inc 3 Brightlance Platforms)
5x Rangers
A total of 15x Jetbikes (inc the ones in the list)
3x Crimson Hunters
6x Swooping Hawks (inc Exarch)
15x Warp Spiders (inc 3 exarch)
3x Wave Serpents
5x Dark Reapers (inc Exarch)
1x War Walker
1x Wraithlord
1x Avatar

This message was edited 1 time. Last update was at 2016/08/31 09:47:50


"He who sees his own doom can better avoid its path. He who sees the doom of others can deliver it."

7500 Eldar
2000 Grey Knights  
   
Made in us
Omnipotent Necron Overlord






I think it looks great. I would probably drop the second warp hunter and shave off a scatter bike and ad an aspect host. with 2 dark reapers and a 1 warp spider.

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in us
Regular Dakkanaut




 Xenomancers wrote:
I think it looks great. I would probably drop the second warp hunter and shave off a scatter bike and ad an aspect host. with 2 dark reapers and a 1 warp spider.



Hes totally right on the formation, take the 4 man squad and one warp hunter(with the Hornets and two knights one warp hunter should be fine as long as you position Alright) out for an aspect formation. But i'd get 3 spiders units, they just do so much more with their flickerjump af mobility, let alone them wounding on initiative(this means you wound enemy wraithknights on 3s). They are pseudo-rending. Arguably the best unit in the book and FANTASTIC in objective games and applying backline pressure.

This message was edited 1 time. Last update was at 2016/08/31 01:50:41


 
   
Made in gb
Devastating Dark Reaper




Worcester

Thanks for the comments so far guys - The only problem so far however is that having the second Warp hunter adds to the problems of my opponent. I feel like having 2 is really good because it gives double the threat against Imperial knights or Land raider Spam. At this tournament, there is likely going to be drop pods which can melta the Warp hunters (hence why I believe having 2 as backup really works). They will be even more effective because my opponent will also be distracted by the 2 Wraithknights charging at them midfield with the bikes and Hornets giving supporting fire - they too will act as a distraction (or at least if my opponent wishes to get rid of the Warp Hunters they will need to ignore the bikes - giving them free range to shoot and move on objectives without needing to jink.

The Dark reapers would die very easily and in this kind of game, i feel like they would not be worth the investment (let alone needing to buy a second unit because in my 'models available' spoiler - I only have 1 unit...)

The 3 units of Warp Spiders is an interesting idea and I agree that they are very good, but because of the reasons I have already stated, I believe having 2 Warp Hunters is essential - most of the top lists have run 2 of them and mass Spider and Bike spam. The reason I do not have the Spiders is because I would much prefer to have a 2nd Wraithknight and the 3 Hornets because all the strength 6 Bikes have the job to kill weak tanks/infantry units while the Warp Hunters and Hornets focus on the high value armour vehicles and infantry (like armour 12 or more and 2+ save terminators for example.) therefore, the Spiders would not be as relevant in my opinion. I need the bikes more tan the Spiders because they are also objective secured and I need them as troops choice for the 2nd Wraithknight.

"He who sees his own doom can better avoid its path. He who sees the doom of others can deliver it."

7500 Eldar
2000 Grey Knights  
   
Made in eu
Shrieking Guardian Jetbiker





Contrary to the other posters I'd keep the Warp Hunters in, however I's also be looking to use guide/ prescience on them to reroll your scatter distance with the d flail. They've done plenty of work for me and are of much more use than warp spiders on there own. I would also remove the upgrades on them and rely on LOS blocking terrain to protect them.

That saves 50 points, then I'd drop a Wraithknight and run an aspect host of Warp Spiders. They have a higher damage output with that much monofiliment weaponry and the movement is vital. Remember the counters to Wraithknights are extremely heavy handed, and if you face a grav train or a plethora of D weapons you'll be in trouble.

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



"You're in the Guard(ians), son! 
   
Made in gb
Devastating Dark Reaper




Worcester

 Torus wrote:
Contrary to the other posters I'd keep the Warp Hunters in, however I's also be looking to use guide/ prescience on them to reroll your scatter distance with the d flail. They've done plenty of work for me and are of much more use than warp spiders on there own. I would also remove the upgrades on them and rely on LOS blocking terrain to protect them.

That saves 50 points, then I'd drop a Wraithknight and run an aspect host of Warp Spiders. They have a higher damage output with that much monofiliment weaponry and the movement is vital. Remember the counters to Wraithknights are extremely heavy handed, and if you face a grav train or a plethora of D weapons you'll be in trouble.


Well, in my local scene - not many people run mass grav, and even if they did, that is why I will be attempting to give both Knights invisibility. I really do like having 2 knights (not only is it difficult for most armies to counter but I have never been able to use 2 in one list before.

i agree with you on the want/almost need to give the Hunters guide and or prescience but I feel like Invisible wraithknights would be a lot more potent. The hunters - even if they do scatter will still likely hit something - especially if I have LOS and can minus the BS. Not to mention there is still a % that a direct hit will be made.

However, I need to disagree with you on the Warp hunter upgrades. Every game I used them in, I needed to decide whether or not to jink even in cover because a lot of things do ignore cover (e.g. Tau) and dont need LOS either. The ability to have a 5+ inv even in combat is amazing imo (drop pods can be a problem because they can just pop up behind the Hunter even if it is out of LOS with the rest of their army. Then if the inv fails, the stones allows me to ignore crew shaken or stunned results, so I can fire normally next turn. I think it is well worth the points. I would like to have the Spiders in the list also but I just don't think it is feesable.

"He who sees his own doom can better avoid its path. He who sees the doom of others can deliver it."

7500 Eldar
2000 Grey Knights  
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

I like your original list and really wouldn't change anything about it.

Be careful if you face a 5-6 DakkaTyrant Nid list. If you don't get first turn and shoot them down, you will have a very bad day. I have personally faced this twice and in both cases all 20 of my bikes, including Farseers were dead on turn 1. That left my 3 WKs (it was a similar 'anything goes' tourney) jumping around trying (unsuccessfully) to swat them like flies.
If you face a list like this, only deploy the bikes if you can do so in LOS blocking terrain. Otherwise, keep them in Reserve.

   
Made in us
Fresh-Faced New User




I don't like sword and board. it seems you have imperial Armour 11 Maybe switch one ghost glaive for a death shroud cannon? (Skathatch wraith Knight, easy conversion is switch the tips of the sun-cannon or wraith cannon for night spinner guns.) Other than that looks as good an eldar list as there is. Oh I'd dump one wind rider to make up the points.

This message was edited 1 time. Last update was at 2016/08/31 13:55:40


 
   
Made in gb
Devastating Dark Reaper




Worcester

Green flame wrote:
I don't like sword and board. it seems you have imperial Armour 11 Maybe switch one ghost glaive for a death shroud cannon? (Skathatch wraith Knight, easy conversion is switch the tips of the sun-cannon or wraith cannon for night spinner guns.) Other than that looks as good an eldar list as there is. Oh I'd dump one wind rider to make up the points.


I have a Skathatch Wraithknight model already, I have magnetised it to have any of the regular weapons and have the Deathshroud Cannons. However, in the competitive scene I would rather him have strength D in close combat to ignore invulnerable saves etc.

"He who sees his own doom can better avoid its path. He who sees the doom of others can deliver it."

7500 Eldar
2000 Grey Knights  
   
Made in us
Unrelenting Rubric Terminator of Tzeentch





I get that fishing for Invis is always a good idea, but being that guide and prescience are both primaris powers it would seem folly not to grab one or both to more reliably damage a key target.

"Backfield? I have no backfield." 
   
Made in gb
Devastating Dark Reaper




Worcester

 astro_nomicon wrote:
I get that fishing for Invis is always a good idea, but being that guide and prescience are both primaris powers it would seem folly not to grab one or both to more reliably damage a key target.


i think that it depends on what sort of army my opponent is playing... I do have 2 Farseer's as well so I could have one dedicated to getting guide and prescience and the other to get Invisibility and shrouding?

"He who sees his own doom can better avoid its path. He who sees the doom of others can deliver it."

7500 Eldar
2000 Grey Knights  
   
Made in us
Fresh-Faced New User




 Farseer of Angau wrote:
Green flame wrote:
I don't like sword and board. it seems you have imperial Armour 11 Maybe switch one ghost glaive for a death shroud cannon? (Skathatch wraith Knight, easy conversion is switch the tips of the sun-cannon or wraith cannon for night spinner guns.) Other than that looks as good an eldar list as there is. Oh I'd dump one wind rider to make up the points.


I have a Skathatch Wraithknight model already, I have magnetised it to have any of the regular weapons and have the Deathshroud Cannons. However, in the competitive scene I would rather him have strength D in close combat to ignore invulnerable saves etc.

I think Everything has a counter which is why i'd suggest diversity. But i'm me and not you and if we all played the same Eldar would always win.
I mean 40k would be boring

This message was edited 1 time. Last update was at 2016/08/31 17:55:40


 
   
Made in us
Omnipotent Necron Overlord






Skathatch Wraith Knight - is only competitive depending on which bullgak interpretation you have of it's rules you use...you know...*emails* from forge world clarifying it's rules.

If your scene goes along with the interpetation that allows you to jump out of combat in the movement phase torch gak with your 2 apoc flamers and recharge every time it's your turn - there is no reason not to take it. (aka the email version)

If you can't do that - it's probably the worst wraith-knight available - except for maybe the sun-cannon.

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in gb
Devastating Dark Reaper




Worcester

 Xenomancers wrote:
Skathatch Wraith Knight - is only competitive depending on which bullgak interpretation you have of it's rules you use...you know...*emails* from forge world clarifying it's rules.

If your scene goes along with the interpetation that allows you to jump out of combat in the movement phase torch gak with your 2 apoc flamers and recharge every time it's your turn - there is no reason not to take it. (aka the email version)

If you can't do that - it's probably the worst wraith-knight available - except for maybe the sun-cannon.


i would not say it is the worst, I actually think the Deathshroud cannon version is really good compared to the Suncannon version.

"He who sees his own doom can better avoid its path. He who sees the doom of others can deliver it."

7500 Eldar
2000 Grey Knights  
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

Actually, a DeathShroud/Shield WK would be a good addition to the army. Afterall, it would still be str10 AP2 in CC. By adding 1 DeathShroud, you get a large blast at range or a hellstrom template. Both can help against Horde lists.

You'd be trading 4-5 melee D attacks for 4-5 str10 AP2 attacks and more range threat, Both Knights would still have a 5++

   
Made in us
Regular Dakkanaut




 Galef wrote:
Actually, a DeathShroud/Shield WK would be a good addition to the army. Afterall, it would still be str10 AP2 in CC. By adding 1 DeathShroud, you get a large blast at range or a hellstrom template. Both can help against Horde lists.

You'd be trading 4-5 melee D attacks for 4-5 str10 AP2 attacks and more range threat, Both Knights would still have a 5++



Agreed
   
Made in eu
Shrieking Guardian Jetbiker





Remember, even if you're looking to get 6's on the D table to ignore invul saves you still have the stomps that do the job as well.

That said I prefer the Ghostglaive to the Deathspinner, It's done work for me when I've barreled into Riptide wings, Deathstars, SHV's/other GMC's and anything with Reanimation...

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



"You're in the Guard(ians), son! 
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

 Torus wrote:

That said I prefer the Ghostglaive to the Deathspinner, It's done work for me when I've barreled into Riptide wings, Deathstars, SHV's/other GMC's and anything with Reanimation...

Don't get me wrong, the Glaive/Shield WK is a must take if running 2 WKs, I just think that the other WK should have some additional Ranged threat.

   
 
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