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Made in us
Swift Swooping Hawk





Oklahoma

I tried out this close range/close combat list for fun but it turned out to have a lot of potential in terms of damage output and versatility. I don't like running meta lists so I really don't want to use 3 flyers or anything like that.


I'm trying to make the list more competitive and I wanted to see what you guys would do with it:



++ Battalion Detachment +5CP (Aeldari - Craftworlds) ++

+ No Force Org Slot +

Craftworld Attribute
. *Custom Craftworld*: Hail of Doom, Expert Crafters

+ HQ +

Autarch Skyrunner (Legends) [5 PL, 122pts]: Fusion Gun, Laser Lance, Banshee Mask, Shuriken Pistol

Farseer Skyrunner [7 PL, 132pts]: 0. Smite, 2. Doom, Fortune, 6: Seer of the Shifting Vector, Craftworlds Warlord, Shuriken Pistol, Twin Shuriken Catapult, Witchblade


+ Troops +

Dire Avengers [3 PL, 58pts]
. 4x Dire Avenger: 4x Avenger Shuriken Catapult
. Dire Avenger Exarch: Two Avenger Shuriken Catapults
. . Exarch Power: Bladestorm

Dire Avengers [3 PL, 58pts]
. 4x Dire Avenger: 4x Avenger Shuriken Catapult
. Dire Avenger Exarch: Two Avenger Shuriken Catapults
. . Exarch Power: Bladestorm

Dire Avengers [3 PL, 58pts]
. 4x Dire Avenger: 4x Avenger Shuriken Catapult
. Dire Avenger Exarch: Two Avenger Shuriken Catapults
. . Exarch Power: Bladestorm

+ Elites +

Fire Dragons [154pts]
. 6x Fire Dragon: 6x Fusion Gun
. Fire Dragon Exarch: Fusion Gun
. . Exarch Power: Swiftstep

Howling Banshees [58pts]
. 4x Howling Banshee: 4x Power Sword
. Howling Banshee Exarch: Shuriken Pistol & Executioner
. . Exarch Power: Piercing Strike


+ Dedicated Transport +

Wave Serpent [159pts]: Twin Shuriken Cannon, Twin Shuriken Catapult, Vectored Engines, Star Engines

Wave Serpent [159pts]: Twin Shuriken Cannon, Twin Shuriken Catapult, Vectored Engines, Star Engines

Wave Serpent [159pts]: Twin Shuriken Cannon, Twin Shuriken Catapult, Vectored Engines, Star Engines



++ Battalion Detachment +5CP (Aeldari - Craftworlds) ++

+ No Force Org Slot +

Craftworld Attribute
. *Custom Craftworld*: Hail of Doom, Expert Crafters

+ HQ +

Warlock [2 PL, 45pts]: Focus Will, Quicken/Restrain, Shuriken Pistol, Witchblade

Warlock [2 PL, 45pts]: Focus Will, Quicken/Restrain, Shuriken Pistol, Witchblade

+ Troops +

Dire Avengers [58pts]
. 4x Dire Avenger: 4x Avenger Shuriken Catapult
. Dire Avenger Exarch: Two Avenger Shuriken Catapults
. . Exarch Power: Bladestorm

Dire Avengers [113pts]
. 9x Dire Avenger: 9x Avenger Shuriken Catapult
. Dire Avenger Exarch: Two Avenger Shuriken Catapults
. . Exarch Power: Bladestorm

Guardian Defenders [88pts]
. 11x Guardian Defender: 11x Shuriken Catapult

++ Outrider Detachment +1CP (Aeldari - Craftworlds) ++

+ No Force Org Slot +

Craftworld Attribute
. *Custom Craftworld*: Hail of Doom, Expert Crafters

+ HQ +

Warlock [45pts]: 3. Ghostwalk, 4. Protect/Jinx, Shuriken Pistol, Witchblade

+ Fast Attack +

Shining Spears [-1CP, 242pts]
. 7x Shining Spear: 7x Laser Lance, 7x Twin Shuriken Catapult
. Shining Spear Exarch: Star Lance, Twin Shuriken Catapult
. . Exarch Power: Exemplar of the Spear Shrine, Withdraw, Skilled Rider

Vypers [141pts]
. 3x Vyper: 3x Shuriken Cannon, 3x Twin Shuriken Catapult

Windriders [54pts]
. 3x Windrider: 3x Twin Shuriken Catapult

Windriders [54pts]
. 3x Windrider: 3x Twin Shuriken Catapult

++ Total: [1999pts] ++ ---- Starts with 13CP


*********Major list update:
1. Got rid of all of the subpar units like striking scorpions and warp spiders
2. Changed Craftworld attribute savage blades to Expert Crafters
3. The only units that will deep strike are the 10 Dire avengers and the 11 Guardians
------------------------------------------------

Tactics: Everything moves + advances on the first turn. Every unit can easily move over 20'' to control whichever side of the battlefield I need to. Ideally most units will form a circle around the autarch for maximum re-roll to hit bonus. Expert crafters plus the autarch's re-roll 1's to hit aura is pretty devastating. Hail of doom makes a surprisingly big difference in the damage output of all the shurikens. Shining spears will get protect/jinx and possibly quicken to get a first turn charge and really solidify board control. The 2+ invuln you get on the shining spear exarch with protect/skilled rider is amazing, they can soak up a ton of firepower even if they don't make the first turn charge. Even if they get counter charged, the withdraw exarch power is also incredible letting you fall back with almost no penalty. In general, the whole army moves up one side of the board and tries to annihilate the closest units so there is much less hit back the next turn.






This message was edited 3 times. Last update was at 2020/01/29 18:06:37


Craftworlds Eldar: 8500
Dark Eldar: 1000
Harlequins: 1000
Raven Guard: 1500
Tyranids: 1500
 
   
Made in us
Fixture of Dakka





Los Angeles

Autarch out for a farseer onna bike. Promote the warlock to Spiritseer, better Smite, more wounds. That's almost my standard answer to elvish HQ needs. Autarchs don't really have place in the meta, not for what Doom and Guide provide, or any Rite of Battle buff (Enhance, Enervate, etc) for the HBs.

Maybe toss one Spider unit for a 2nd Spiritseer as Spears and Banshees will want bufage.

I honestly don't know how this would run. Play it some, come back here and give us a short version of a batrep.

"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 us
Swift Swooping Hawk





Oklahoma

Thanks for the reply @brothererekose. I put the autarch on a bike so he can easily keep up with the rest of the force. Usually I only rely on the farseer's guide for re-rolls but this army puts out a ton of shots so having the re-roll 1's to hit combined with expert crafters is almost like having guide for every single unit in the autarch's aura.

The first version of the list ran fairly well but it was too split up and easy to zone out with all of the deep striking forces. The close combat units really didn't add much to the list because most of their targets were dead from just the shooting.

This updated version of the list ran very well. The amount of mobility the list has is insane, and it has a lot of redundancy so the loss of any unit (except fire dragons or shining spears) is not as painful. I rain it versus a guard list and even their tanks couldn't stand the pressure of 100+ shuriken shots, even without doom.

Craftworlds Eldar: 8500
Dark Eldar: 1000
Harlequins: 1000
Raven Guard: 1500
Tyranids: 1500
 
   
Made in us
Swift Swooping Hawk





Oklahoma

Any ideas on how to squeeze some more shots out of this list? Right now it would be 105 total shots on the first turn with apossible 107 additional shots when everything disembarks and deep strikes.

Craftworlds Eldar: 8500
Dark Eldar: 1000
Harlequins: 1000
Raven Guard: 1500
Tyranids: 1500
 
   
 
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