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Made in gb
Drone without a Controller



UK - Sheffield

Entering heat 1 at Warhammer World in July, putting together a few lists and could use some advice.

Using beta rules, eternal war missions

List 1


++ Battalion Detachment +5CP (Aeldari - Craftworlds) [71 PL, 1009pts] ++

+ No Force Org Slot +

Craftworld Attribute: Alaitoc: Fieldcraft

+ HQ +

Autarch Skyrunner [6 PL, 108pts]: Alaitoc: Puritanical Leader, Banshee Mask, Craftworlds Warlord, Laser Lance, Shimmerplume of Achillrial, Shuriken Pistol, Twin Shuriken Catapult

Farseer Skyrunner [7 PL, 135pts]: 1. Guide, 2. Doom, Shuriken Pistol, Twin Shuriken Catapult, Witchblade

Warlock Skyrunner [4 PL, 70pts]: 4. Protect/Jinx, Shuriken Pistol, Twin Shuriken Catapult, Witchblade

+ Troops +

Guardian Defenders [9 PL, 103pts]: 11x Guardian Defender
. Guardian Heavy Weapons Platform: Shuriken Cannon

Guardian Defenders [9 PL, 103pts]: 11x Guardian Defender
. Guardian Heavy Weapons Platform: Shuriken Cannon

Guardian Defenders [9 PL, 103pts]: 11x Guardian Defender
. Guardian Heavy Weapons Platform: Shuriken Cannon

+ Dedicated Transport +

Wave Serpent [9 PL, 129pts]: Twin Shuriken Cannon, Twin Shuriken Catapult

Wave Serpent [9 PL, 129pts]: Twin Shuriken Cannon, Twin Shuriken Catapult

Wave Serpent [9 PL, 129pts]: Twin Shuriken Cannon, Twin Shuriken Catapult

++ Air Wing Detachment +1CP (Aeldari - Craftworlds) [36 PL, 740pts] ++

+ No Force Org Slot +

Craftworld Attribute: Alaitoc: Fieldcraft

+ Flyer +

Crimson Hunter [8 PL, 160pts]: 2x Bright Lance

Crimson Hunter [8 PL, 160pts]: 2x Bright Lance

Hemlock Wraithfighter [10 PL, 210pts]: 4. Protect/Jinx, Spirit Stones

Hemlock Wraithfighter [10 PL, 210pts]: 4. Protect/Jinx, Spirit Stones

++ Total: [107 PL, 1749pts] ++

Created with BattleScribe (https://battlescribe.net)

A few things i need to test are rangers instead of guardians, do i really need a screen when theres no deepstrike turn 1? with everything hard to hit and t7 first turn i should survive turn 1, im lacking fire power without ynari reapers but make up for it in durability which helps with board control

My other list contains 2 hemlocks, 10 reapers, yvraine and less wave serpents, will post it up if this doesnt work

This message was edited 2 times. Last update was at 2018/05/25 07:53:09


 
   
Made in gb
Lord of the Fleet






London

Your list is very light on troops. Unless you hope to table him it won't be too difficult to wipe out your Guardians and prevent you holding objectives.
   
Made in gb
Fresh-Faced New User




Nice list, I'm entering Heat 2 in September with a something similar only I've gone for DA instead of the Guardians and some Fire Prisms instead of the Crimson Hunters - hoping the 60" range will keep them out of trouble for a turn or 2!

Been wondering the same thing with the Rangers so would be interested in your results. Figured they'd be useful against Alpha Legion / Ravenguard lists still and if they're on an objective in cover they are a nightmare to shift without CC. Still cant help but feel that another 2x 5 Dire Avenger units to fill out the Serpents might be a better fit though!

Is there any reason you've doubled down on Jinx on both Hemlocks? I'm planning on Jinx and Restrain on my 2 so that I can limit the speed of things like Drukhari / Custards Jet Bikes which seem prolific at the moment.

You haven't got the Vectored Engines on your Serpents; is this just a points thing? That additional -1 to hit is something I'm banking on in my list, as they're Craftworlds they can still Advance and Shoot as normal so you lose nothing.

If you have 5pts left over you may as well throw a spear on the Farseer too, not a terrible shooting attack at 12".

This message was edited 2 times. Last update was at 2018/05/22 11:54:21


 
   
Made in gb
Drone without a Controller



UK - Sheffield

 Valkyrie wrote:
Your list is very light on troops. Unless you hope to table him it won't be too difficult to wipe out your Guardians and prevent you holding objectives.


The thing is with eldar we have expensive troops, rangers are great for objectives but it takes one set of infiltrators to take that away. They are good the infiltration stratagems but with my flyers/wave serpents i can block charges turn 1, maybe adding another unit 10 guardians instead of the rangers?

shakul wrote:
Nice list, I'm entering Heat 2 in September with a something similar only I've gone for DA instead of the Guardians and some Fire Prisms instead of the Crimson Hunters - hoping the 60" range will keep them out of trouble for a turn or 2!

Been wondering the same thing with the Rangers so would be interested in your results. Figured they'd be useful against Alpha Legion / Ravenguard lists still and if they're on an objective in cover they are a nightmare to shift without CC. Still cant help but feel that another 2x 5 Dire Avenger units to fill out the Serpents might be a better fit though!

Is there any reason you've doubled down on Jinx on both Hemlocks? I'm planning on Jinx and Restrain on my 2 so that I can limit the speed of things like Drukhari / Custards Jet Bikes which seem prolific at the moment.

You haven't got the Vectored Engines on your Serpents; is this just a points thing? That additional -1 to hit is something I'm banking on in my list, as they're Craftworlds they can still Advance and Shoot as normal so you lose nothing.

If you have 5pts left over you may as well throw a spear on the Farseer too, not a terrible shooting attack at 12".


I do like avengers and they do seem to get ignored but the guardians you get more bodies for obj sec and more shots, the range is lacking but battle focus helps with that

Jinx on the hemlocks is for redundancy, if one goes down then the other is key to getting the power in range, the farseer is always running with the lock for seer council. Never really tried restrain, i find smite is the go to power with hemlocks

Engines on the serpents just make them more points, cheap as possible and tieing up units is what i find they are great at, using their big hull to block shooting units from fallling back.

Still unsure if i need to play ynari, double shooting reapers do so much damage and in this list im trading killing power for durability. Needs testing.

Also didnt get my gt ticket in time so this is just a general list going into the new points format.

This message was edited 1 time. Last update was at 2018/05/21 19:33:44


 
   
Made in us
Agile Revenant Titan




Florida

shakul wrote:


You haven't got the Vectored Engines on your Serpents; is this just a points thing? That additional -1 to hit is something I'm banking on in my list, as they're Craftworlds they can still Advance and Shoot as normal so you lose nothing.

If you have 5pts left over you may as well throw a spear on the Farseer too, not a terrible shooting attack at 12".


I thought it was Battle Focus that negates the shooting penalty? Pretty sure the WS still take the -1 to hit if it advances as a WS does not have Battle Focus.

The list seems light on Obj Sec styled troops and not enough to remove massed cheap infantry that will have Obj Sec.

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 gb
Regular Dakkanaut




As others have suggested you'll struggle to deal with massed infantry, which is getting more and more popular at the moment:
120+ fearless cultists, 90+ Plague Bearers, 200+ guard infantry are all quite common in top end lists and your basically relying on your guardians and 3 wave serpents to deal with these units. Not sure the best way to deal with this other than removing a flier to get another wave serpent, but definitely worth getting practice against these sorts of list.
   
Made in gb
Fresh-Faced New User




 Sarigar wrote:
shakul wrote:


You haven't got the Vectored Engines on your Serpents; is this just a points thing? That additional -1 to hit is something I'm banking on in my list, as they're Craftworlds they can still Advance and Shoot as normal so you lose nothing.

If you have 5pts left over you may as well throw a spear on the Farseer too, not a terrible shooting attack at 12".


I thought it was Battle Focus that negates the shooting penalty? Pretty sure the WS still take the -1 to hit if it advances as a WS does not have Battle Focus.

The list seems light on Obj Sec styled troops and not enough to remove massed cheap infantry that will have Obj Sec.


Ah yep, you're right, it does take the -1 to hit if Advancing as no Battle Focus there.

If you look at the London GT lists for Eldar most are comparatively light on Troops. 2nd placed list overall was a Craftworlds / Drukhari list with no Troops at all, whilst the other lists in the top 10 had 3 units of 5x Troops (either Rangers or Wracks) to fill out their battalion and thats about it.

Imo competitive Eldar armies aren't a force that will have multiple ObSec Troops across the board to hunker down on Objectives. The current meta is usually MSU of cheap Troops supported by a mobile firebase of something like Spears, Reapers, Ravagers and an Air Wing to clear out specific targets in detail before moving on, whilst using Flyers bases to block infantry movement.

This message was edited 1 time. Last update was at 2018/05/22 11:56:59


 
   
Made in us
Agile Revenant Titan




Florida

Fair point. I think the more common top competing armies are a bit different where I am. 120-150 model count armies with loads of cheap troops are what seem to be taking top spots.

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 gb
Fresh-Faced New User




This is very similar to a list I am sitting on at the moment for GT. I run the 3 bike HQ with 40 guardians, 3 serpents and 3 hemlocks.

I have played one game against Tau so far and won fairly easily. But I am worried how it might work out against another mech list or as others have said horde. I don't really know how to address either, 40 Guardians and 3 serpents should be able to do some damage to horde but maybe not enough? On the other side the lack of high damage fire makes me wonder how I'd do against tank heavy lists etc.

Have you played any games with the list so far?
   
Made in gb
Drone without a Controller



UK - Sheffield

Quicknuff wrote:
This is very similar to a list I am sitting on at the moment for GT. I run the 3 bike HQ with 40 guardians, 3 serpents and 3 hemlocks.

I have played one game against Tau so far and won fairly easily. But I am worried how it might work out against another mech list or as others have said horde. I don't really know how to address either, 40 Guardians and 3 serpents should be able to do some damage to horde but maybe not enough? On the other side the lack of high damage fire makes me wonder how I'd do against tank heavy lists etc.

Have you played any games with the list so far?


Updates my list - added another guardian squad with platform and filled out the transports

Ive only played aginst tau so far and won that, serpents didnt die and just tied all his fire warrior spam up, i like Crimson Hunters as they add range to the army and if a smart opponent deploys well then hemlocks cant hit key targets, could take 4-5 hunters and see how that does?

I need to test against guard/mirror match/ynari and see how it goes, will update with my findings
   
Made in it
Ladies Love the Vibro-Cannon Operator






Hamburg

 Valkyrie wrote:
Your list is very light on troops. Unless you hope to table him it won't be too difficult to wipe out your Guardians and prevent you holding objectives.

Indeed, too less ground control.
I think that two flyers should suffice.

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 gb
Fresh-Faced New User




 wuestenfux wrote:
 Valkyrie wrote:
Your list is very light on troops. Unless you hope to table him it won't be too difficult to wipe out your Guardians and prevent you holding objectives.

Indeed, too less ground control.
I think that two flyers should suffice.


What would you say is a minimum? Craftworlds cant flood the board obviously but would you say 40 guardians is a minimum? Having reapers would give more bodies but are easier to remove than the flyers say.
   
Made in us
Deadly Dire Avenger




I wouldn't put too much stock in the "not enough troops" comments. Eldar is NOT a model spam army and lists from other tournaments exemplifies this.

1 battalion, 2 20-man guardians and one 5-man ranger is all I'd suggest.
   
Made in us
Dakka Veteran





Jinx is my favorite power. Cast that on anything and then focus fire it dead. Doom and jinx. Everything becomes lethal. I have Saim hann and tons of scatter lasers and bright lances on mobile platforms. Shining spears. With those two powers cast and the focus fire of dozens of scatter lasers and bright lances and laser lances and Shuriken 6’s. Whatever it is. 20+wounds or not. It’s dead.

   
Made in it
Ladies Love the Vibro-Cannon Operator






Hamburg

I suggest Guardians only a shock and awe unit of 20 with two platforms.
Their shooting can be devastating but after all its only a one-hit wonder.
Rangers are perfect for keeping the enemy at bay and sitting at objectives in the back field.

My favorite infantry unit for getting close and personal is Wraithguard with D-scythes.
They can clear even the toughest enemy unit (TEQ) and also excel vs normal MEQ.
However, they need a transport to get where you want them.

I always build may armies from infantry not starting with flyers and the like.

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 ie
Been Around the Block




I would disagree with a few of the posts here. Flyers don't need huge amounts of ground control especially if you have a few serpents and done characters that can't be shot at v easily. If opponent ignores your flyers you take them apart over a few turns.

I don't think you need a warlock though not sure what that does for you in this list, swap it for stones and vectored engines and your serpents become dead hard to kill, advance them every turn and use c them to score points.
Would go to 2 rangers and buff up the remaining guardian squad to make them a drop threat,



Automatically Appended Next Post:
I would disagree with a few of the posts here. Flyers don't need huge amounts of ground control especially if you have a few serpents and done characters that can't be shot at v easily. If opponent ignores your flyers you take them apart over a few turns.

I don't think you need a warlock though not sure what that does for you in this list, swap it for stones and vectored engines and your serpents become dead hard to kill, advance them every turn and use c them to score points.
Would go to 2 rangers and buff up the remaining guardian squad to make them a drop threat,

This message was edited 1 time. Last update was at 2018/05/28 22:15:29


 
   
Made in gb
Drone without a Controller



UK - Sheffield

Thanks for all the comments.

Ive played the guardian bomb and I just find it lacking, any good player will screen it off for the turn 2 arrival and i havnt got that much screen clearance anyway.

The warlock is there for seer council which il be using every turn to get doom and jinx off, the jinx on the flyers is for redundancy and i usually gang up on a target with scythes and smite.

Still got a bit of testing to do, so i will update
   
 
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