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Made in us
Ork Boy Hangin' off a Trukk






HQ
Eldrad (210)

HQ Total: 210

Troops
GJB x6 (132)
2x Shuri cannon (20)
Subtotal: 152

GJB x3(4 w/ lock) (66)
1x Shuri cannon (10)
Warlock w/ Destructor and Singing Spear (58)
Subtotal: 134

GJB x3(4 w/ lock) (66)
1x Shuri cannon (10)
Warlock w/ Destructor and Singing Spear (58)
Subtotal: 134

Dire Avengers x10 (120)
Exarch w/ extra avenger shuri cat and Bladestorm (32)
Subtotal: 152

Rangers x6 (114)
Pathfinders (30)
Subtotal: 144

Rangers x5 (95)
Pathfinders (25)
Subtotal: 120

Troops Total: 836

Elites
Fire Dragons x6 (96)
Wave Serpent w/ TL Scatter Laser and Star Engines (130)

Elite Total: 226

Fast Attack
Warp Spiders x10 (220)
Exarch w/ additional Death Spinner and Withdraw (32)

Fast Attack Total: 252

Heavy Support
Wraithlord (90)
dual flamers, bright lance, and starcannon (70)
Subtotal: 160

Wraithlord (90)
dual flamers, bright lance, and scatter laser (60)
Subtotal: 150

Falcon (115)
Starcannon, star engines, and spirit stones (50)
Subtotal: 165

Heavy Support Total: 475

Army Total: 1999

The idea is kind of a harrasser type army with GJB, warp spiders, and pathfinders. Those three also have the ability to grab objectives quickly.
The rest of the force idea is to be a heavy punch for any infantry or big mechs.
This is not only my first Eldar list but my first 40K list.

What do you all think?


5 successful trades to date! 
   
Made in eu
Executing Exarch






I like it

I've run similar in the past - you'll need to be careful with your jetbikes. Objective snatching is good, but if you opponant is expecting it, they might not last long.
I'd almost be tempted to have 2 two squads of 6 with a warlock in each.
With ranger/pathfinders - you need to kill flamers to death immediately.Pathfinders will hold your home objectives well apart from that. If you infiltrate, there's a chance you could leave them unsupported. This = death for rangers.
I'd use them to hold, your farseer, the avengers and the wraithlords to give your opponant something to fight (while drawing him away from objectives) and the Gjb to steal late game.

Can you fit powerblades on your warp spider exarch?
If you've given them withdraw, then you're expecting them to be in close combat at some point. Powerblades is 10pts (iirc) to really annoy someone's squad leader etc as they 'Ignore armour saves'
So it's ap2.

This message was edited 3 times. Last update was at 2013/01/11 15:24:08


 Blacksails wrote:

Its because ordinance is still a word.
However, firing ordinance at someone isn't nearly as threatening as firing ordnance at someone.
Ordinance is a local law, or bill, or other form of legislation.
Ordnance is high caliber explosives.
No 'I' in ordnance.
Don't drown the enemy in legislation, drown them in explosives.
 
   
Made in us
Ork Boy Hangin' off a Trukk






I certainly expect them in combat with all of the str 6 attacks they can bring to bear. Then utilize withdraw for hit and run. Its not a bad idea to change the GJB squads. I think that may cut some points I can add in elsewhere. I'll crunch numbers later and see what I come up with and re-post.

Thanks for the tips!


5 successful trades to date! 
   
Made in us
Screaming Shining Spear




Pittsburgh, PA

I'd stay away from the powerblades, they lead you to wanting the Spiders in assault when you should be using their assault phase jump to keep them away from it. Withdraw is still great just in case they do get caught though, so they can get back to shooting. Your Spider loadout is gold.

Personally, I've never found the Pathfinder upgrade worth it, the points are usually better spent elsewhere. I also wouldn't run that many Troop choices as it leaves you a little bit light on things with actual killing potential.

The Falcon does not need Star Engines or Spirit Stones, it should be shooting every turn (not moving flat out) and with the changes to vehicle damage in 6th, the chance to turn Stunned into Shaken isn't that great.

I think this list looks pretty good overall, you'll just have to be very careful in yor applications of force and threat evaluation. You're a little bit light on firepower and have no assault element, aside from the Wraithlords which you really want shooting (or assaulting vehicles). They can easily be tied up for most of the game if you're not careful. Good luck, and let us know how it turns out! Don't be discouraged if you lose a lot at first, Eldar take a while to learn how to use effectively.

Eldar shenanigans are the best shenanigans!
DQ:90S++G+M--B+IPw40k09#+D++A++/areWD-R++T(T)DM+ 
   
Made in us
Grisly Ghost Ark Driver





Some Tomb World in some galaxy by that one thing in that one place (or Minnesota for nosy people)

I would drop the the starcannon on the lord they are uneaded and are over priced for what they can do and tak a scatter laser instead

"Put your 1st best against you opponents 2nd best, your 2nd best against their 3rd best, and your 3rd best against their 1st best"-Sun Tzu's Art of War

"If your not winning, try a bigger sword! Usually works..."

10k
2k
500 
   
Made in us
Ork Boy Hangin' off a Trukk






I threw the pathfinder upgrade on the rangers with extra points I had at the end, at first I didn't plan on making them pathfinders but the points were there, its easy enough to take away if I decide to tweak the list and put the points elsewhere. I'll look into changing the weapons on the wraithlord, but at this point since I don't have a ton of range, I liked the range on the star cannon better.

@MandalorynOranj, do you have suggestions for reducing troop choices? My goal is to avoid long assaults if possible. I didn't intend to bring any heavy melee units. Are storm guardians worth the trouble as cannon fodder for assaults?
What do you suggest adding for firepower? Dark Reapers? I wasn't impressed with them when I read about them.

Again, thanks everyone for the tips. Feedback is appreciated.


5 successful trades to date! 
   
Made in us
Executing Exarch





The Twilight Zone

Scatter lasers have the same range as starcannons. Eldar missile launchers have better range and strength to mesh with the bright lances.

I would go with embolden for the jetlocks over destructor. Having the mobile template is nice, but if the squad breaks it can be bad news.

Starcannon on the falcon would be better off as an EML or bright lance to mesh with the pulse laser, or a scatter laser or s. canon for cost.

Star engines are okay on the fragons, but they should be able to get where they need to go by turn 2 no problem. Drop star engines and spirit stones on the falcon though.

The dire avengers need a wave serpent otherwise they will be gunned down before they can do anything.

If you can, take powerblades. Not because you plan on assaulting a lot of units, but because you may get assaulted. With challenges powerblades will make quick work of your average sarge, and if you need to wipe out a small unit(3 or less) that you did not gun down it gives you the option.

The most important rule of 40K-Page XVII of the 6th edition rulebook, the figure at the top right of the page. "Shake hands with your opponent and thank them for a good battle and fun experience." Then go out for a beer.
Shine bright like Iyanden  
   
Made in us
Locked in the Tower of Amareo




Lose the falcon. Get warwalkers. Ideally, dump all heavy support for warwalkers to create S6 hell for your oppoents.
   
Made in us
Screaming Shining Spear




Pittsburgh, PA

 Lord Arturius wrote:
@MandalorynOranj, do you have suggestions for reducing troop choices? My goal is to avoid long assaults if possible. I didn't intend to bring any heavy melee units. Are storm guardians worth the trouble as cannon fodder for assaults?
What do you suggest adding for firepower? Dark Reapers? I wasn't impressed with them when I read about them.

Again, thanks everyone for the tips. Feedback is appreciated.


For the troops, I probably wouldn't run Avengers without a Serpent, but who knows, they could work out. Maybe one less squad of Jetbikes, or one less of Rangers, or dropping the Pathfinders. Anything to free up points for some things that can actually protect your troops.

My go-to assault squad is Harleguins, with a Shadowseer and a Kiss on everyone. They're very versatile, keep them Fortuned by Eldrad and run them up behind a Wave Serpent, or keep them back near your troops as a counter-assault unit. Plus, they look awesome.

Dark Reapers I've found are awesome in really small point games (<1000), but anywhere else, avoid them. I know they're done to death, but Scatter Laser War Walkers are the best bang for your buck in terms offirepower, especially when Guided or Prescience'd. However, I don't want to try to fit your army into a netlist-y box. Variety is fun, and seeing things across the table you aren't expecting can be a great boon for you. That said, and I might be in the minority here, but I'd take a Fire Prism over a Falcon any day. Experiment with your list, proxy things if you have to, and then you tell me if you think you need more firepower. Seeing how it works on the table is always the best advice.

Eldar shenanigans are the best shenanigans!
DQ:90S++G+M--B+IPw40k09#+D++A++/areWD-R++T(T)DM+ 
   
Made in us
Locked in the Tower of Amareo




By far the scariest thing in a serpent is fire dragons. You can use them as a fire brigade against all kinds of fast enemies and deep strikers.
   
Made in us
Ork Boy Hangin' off a Trukk






It's looking like no eldar troops are safe outside of serpents based on what a lot of you are saying. Is this true? I understand harlies would be a little bit more tough with their invul save and a shadowseer reducing the range against them. I don't want to modify my list too awful much but some of them make sense. I'll post up a modified list a little bit later tonight. See if I can free up points for a serpent for the DA's.

You guys have given me quite a bit to think about at the very least.


5 successful trades to date! 
   
Made in us
Locked in the Tower of Amareo




Eldar have the weird mixed armor thing going on. They are mostly fleet which is really cool, but I'm not sure how much more this makes footdar in 6th. I'd have to play with or against footdar more often to really know the answer to this.
   
Made in us
Screaming Shining Spear




Pittsburgh, PA

 Lord Arturius wrote:
It's looking like no eldar troops are safe outside of serpents based on what a lot of you are saying. Is this true? I understand harlies would be a little bit more tough with their invul save and a shadowseer reducing the range against them. I don't want to modify my list too awful much but some of them make sense. I'll post up a modified list a little bit later tonight. See if I can free up points for a serpent for the DA's.

You guys have given me quite a bit to think about at the very least.

Make sure you read the FAQs, Shadowseers don't reduce range anymore, they give the squad Stealth and Shrouded.


Automatically Appended Next Post:
Oh, one other thing to think about that you're lacking is anti-air. An Aegis with a Quad Gun is great and cheap, but SL Walkers can do ok in a pinch if they're guided just because of how many shots they're throwing out.

This message was edited 1 time. Last update was at 2013/01/12 01:27:04


Eldar shenanigans are the best shenanigans!
DQ:90S++G+M--B+IPw40k09#+D++A++/areWD-R++T(T)DM+ 
   
Made in eu
Executing Exarch






 Lord Arturius wrote:
It's looking like no eldar troops are safe outside of serpents based on what a lot of you are saying. Is this true? I understand harlies would be a little bit more tough with their invul save and a shadowseer reducing the range against them. I don't want to modify my list too awful much but some of them make sense. I'll post up a modified list a little bit later tonight. See if I can free up points for a serpent for the DA's.

You guys have given me quite a bit to think about at the very least.


Most of the eldar have that lovely combination of low toughness and a 4+ save. This combined with a 12-18 inch range (on average) means marines will just blast you to kingdom come with 24" bolters.
The list of guns that just negate a 4+ is also silly.

Harlquins get a 4+ cover save all the time - add a farseer with fortune and you get the eldars toughest melee unit.
10 Wraithguard with a warlock taken as troops will also survive well. Add a farseer and this is the eldars toughest unit. Your wallet may not survive.

So - anything eldar other than those two is better in a tank - bar banshees, because they'll die as they can't charge when they get out. Scorpions can't either but have a better save.

And bear in mind - if anything blows up your tanks, you'll lose half the squad.

 Blacksails wrote:

Its because ordinance is still a word.
However, firing ordinance at someone isn't nearly as threatening as firing ordnance at someone.
Ordinance is a local law, or bill, or other form of legislation.
Ordnance is high caliber explosives.
No 'I' in ordnance.
Don't drown the enemy in legislation, drown them in explosives.
 
   
Made in us
Ork Boy Hangin' off a Trukk






This is the re-vamped list:

HQ

Eldrad (210)

Autarch (125)
Jetbike
Mandiblasters
Fusion Gun
Scorpion Chainsword

Troops

Rangers x5 (95)

Rangers x5 (95)

Dire Avengers x10 (267)
Exarch w/ 2nd avenger shuricat & bladestorm
Wave Serpent w/ TL scatter laser

GJB x6 (210)
2x shuricannons
Warlock w/ Destructor & singing spear
(Autarch will join this squad)

GJB x6 (205)
2x Shuricannons
Warlock w/ embolden & singing spear

Elite

Fire Dragons x6 (226)
Wave Serpent w/ TL scatter laser & star engines

Fast Attack

Warp Spiders x10 (262)
Exarch w/ powerblades, additional death spinner, & withdraw

Heavy Support

Wraithlord (155)
dual flamers, EML, brightlance

Wraithlord (150)
dual flamers, scatter laser, bright lance

Total: 2000

This message was edited 2 times. Last update was at 2013/01/14 17:54:32



5 successful trades to date! 
   
Made in eu
Executing Exarch






Have you considered swapping the scorpion chainsword for a power weapon on the autarch?

Its personal preference for the choice of Str 4 vs Str 3 ap3.
I like ap3.

Have you though about making a farseer on a bike to go with this list instead of the autarch? (although again - take which you like more )

For me, he brings much more force multiplier power than the autarch. Doom with jetbikes is nasty.

 Blacksails wrote:

Its because ordinance is still a word.
However, firing ordinance at someone isn't nearly as threatening as firing ordnance at someone.
Ordinance is a local law, or bill, or other form of legislation.
Ordnance is high caliber explosives.
No 'I' in ordnance.
Don't drown the enemy in legislation, drown them in explosives.
 
   
Made in us
Grisly Ghost Ark Driver





Some Tomb World in some galaxy by that one thing in that one place (or Minnesota for nosy people)

Needs moar monoliths

I would take a farseer on EJB they are more useful then a autarch only grab autarch after you have a seer

"Put your 1st best against you opponents 2nd best, your 2nd best against their 3rd best, and your 3rd best against their 1st best"-Sun Tzu's Art of War

"If your not winning, try a bigger sword! Usually works..."

10k
2k
500 
   
Made in us
Sure Space Wolves Land Raider Pilot





I'd also spam war walkers. They are one of the best units in the codex. At least take one squad of 3, each with. Dual scatter lasers. They really do rule. Especially with the support of a farseer...
   
Made in us
Grisly Ghost Ark Driver





Some Tomb World in some galaxy by that one thing in that one place (or Minnesota for nosy people)

Run WW with scatter lasers or EML they both work great

"Put your 1st best against you opponents 2nd best, your 2nd best against their 3rd best, and your 3rd best against their 1st best"-Sun Tzu's Art of War

"If your not winning, try a bigger sword! Usually works..."

10k
2k
500 
   
Made in us
Ork Boy Hangin' off a Trukk






Run war walkers instead of Wraithlords? Or maybe try swapping out some of the troop choices? This being my first real list is up for debate as far as what to put on it. I certainly want to try war walkers, but I may not add them to this list.


5 successful trades to date! 
   
Made in us
Grisly Ghost Ark Driver





Some Tomb World in some galaxy by that one thing in that one place (or Minnesota for nosy people)

Warwalkers are some of the best weapons platforms the eldar have at their disposal so i would spam them leaving one lord

"Put your 1st best against you opponents 2nd best, your 2nd best against their 3rd best, and your 3rd best against their 1st best"-Sun Tzu's Art of War

"If your not winning, try a bigger sword! Usually works..."

10k
2k
500 
   
Made in ca
Dakka Veteran





 Lord Arturius wrote:
Run war walkers instead of Wraithlords? Or maybe try swapping out some of the troop choices? This being my first real list is up for debate as far as what to put on it. I certainly want to try war walkers, but I may not add them to this list.


Wraithlords are amazing as gun platforms ie BL & EML with the double flamers. Just keep them in cover and they'll soak up an exceptional amount of fire. When they are nearly dead run them into close combat and let them bog down an enemy unit or contest objectives.

"The objective of the game is to win. The purpose of the game is to have fun. The two should not be confused."



 ErikSetzer wrote:

Or you can just claim it's all bad luck and you're really the best player in the world if not for those dice and/or cards.
 
   
 
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