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 gmaleron wrote:


-Farseer on jetbike in a Seer Council or squad of Jetbikes
-x3 or x4 Wave Serpents with Dire Avengers, depends how mech I want to go in terms of number of Wave Serpents with Dire Avengers.
-Either x1or x2 Wraith Knights
-Swooping Hawks or Warp Spiders, I still love the Hawks but Spiders may be better for this list since they hit harder against heavy infantry.
-Thinking of either two or three squads of x3 jetbikes for objective holding and such to allow my Dire Avengers to go and kill stuff.
-Either x1 or x2 Crimson Hunters for anti air defense, its either that or maybe some Rangers behind and Aegis Defence line with a Quad Gun, Farseer would go there then for casting psychic powers.


Arent GJB, DA, and Rangers all troop choices? You only get 6 troop choices.

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I would say Mechdar got a significant boost with the new codex.

1. Serpents are extremely tough to 1-shot now.
2. Fire Dragons are now 3+ so return fire is weakened slightly.
3. Fire Prisms, which were already very good, are now absolutely incredible.
4. Serpents and Falcons (as well as everything else) are now BS4.
5. Vypers are still kind of lame but at least they got a good points drop on weapons.
6. JBikes. Because JBikes.

This message was edited 1 time. Last update was at 2013/06/11 19:15:21


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Fair point guys, you are correct I had to many troop choices. Now I have had a quick look through the Eldar Codex before heading to work and I came up with arough first draft for a list that I think would fit the fluff of the "Mechdar" and be very effective, let me know what you guys think :

List #1: "Pure" Mechdar.

-Farseer:
*w/ Jetbike, Mantle of Lauging God

-x4 Wave Serpents:
*w/ Dire Avengers (or) Guardian Defenders. Wave Serpents have Holo Fields, Scatter Laser & Shuriken Cannon (*Cannon only if points are available*).

-x2 squads of x3 Jetbikes

-x2 Crimson hunters and x1 Squad of Warp Spiders or Vicer Versa

-x3 Fire Prisms

Tactics:

-Farseer runs around by himself utilizing terrain and Wave Serpents for cover and cast spells, if needed will swoop in to assist with units.

-Wave Serpents with Dire Avengers or Guardian Defenders zip around the battlefield laying down massive amounts of firepower, troops inside will only jump out if absolutley needed.

-The two small squads of x3 jetbikes will remain off the table in reserve. Hopefully they will be delayed enough so they wont become targets, primary role is to turbo boost and contest/take objectives on turn 5 or 6 and to add some extra firepower as a secondary role.

-Still deciding exactly how to go about this but am leaning towards x2 Crimson Hunters with their main purpose being that of an anti-air role for my army. The squad of Warp Spiders are there to add some more disruption and to be an answer for heavy infantry like terminators.

-Instead of Wraith Knights leaning towards x3 Prisms as their ability for x3 options of shots is just awesome making these guys very versitile agains a number of lists I may come across. that and they fit the theme of a "mechdar" list more then Wraithknights

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-Farseer runs around by himself utilizing terrain and Wave Serpents for cover and cast spells, if needed will swoop in to assist with units.

This lady would be too vulnerable. The enemy would try to bring her down asap, say with S8/S9 weapons.

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 wuestenfux wrote:

-Farseer runs around by himself utilizing terrain and Wave Serpents for cover and cast spells, if needed will swoop in to assist with units.

This lady would be too vulnerable. The enemy would try to bring her down asap, say with S8/S9 weapons.


What would you suggest then if I may ask?

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 gmaleron wrote:
 wuestenfux wrote:

-Farseer runs around by himself utilizing terrain and Wave Serpents for cover and cast spells, if needed will swoop in to assist with units.

This lady would be too vulnerable. The enemy would try to bring her down asap, say with S8/S9 weapons.


What would you suggest then if I may ask?

Well, this is good question. You could run her in a squadron of Guardian jetbikes. Some ablative wounds would help to keep her alive.

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 wuestenfux wrote:
 gmaleron wrote:
 wuestenfux wrote:

-Farseer runs around by himself utilizing terrain and Wave Serpents for cover and cast spells, if needed will swoop in to assist with units.

This lady would be too vulnerable. The enemy would try to bring her down asap, say with S8/S9 weapons.


What would you suggest then if I may ask?

Well, this is good question. You could run her in a squadron of Guardian jetbikes. Some ablative wounds would help to keep her alive.


S8/9 isn't the problem, ignore cover is.

Tau would splatter the farseer, anyone else has to deal with a rerollable 2+ jink. It takes an average of 36 wounds at s8/s9 to get past the rerollable 2+ jink.

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 schadenfreude wrote:
 wuestenfux wrote:
 gmaleron wrote:
 wuestenfux wrote:

-Farseer runs around by himself utilizing terrain and Wave Serpents for cover and cast spells, if needed will swoop in to assist with units.

This lady would be too vulnerable. The enemy would try to bring her down asap, say with S8/S9 weapons.


What would you suggest then if I may ask?

Well, this is good question. You could run her in a squadron of Guardian jetbikes. Some ablative wounds would help to keep her alive.


S8/9 isn't the problem, ignore cover is.

Tau would splatter the farseer, anyone else has to deal with a rerollable 2+ jink. It takes an average of 36 wounds at s8/s9 to get past the rerollable 2+ jink.


In fact, the Farseer is in danger to get shot down asap. Running her solo is to risky these days.

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Even running a Jetseer with Guardian Jetbikes isn't that safe these days, simply because of the power of the heldrake. It's not instakilling the Jetseer (thank you T4), but it is wounding on 2+ and ignoring all cover, so your bodyguards are going down basically instantly. Then you get shot by everything else and have to take it because of the sudden absence of the squad around you.
   
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 Thariinye wrote:
Even running a Jetseer with Guardian Jetbikes isn't that safe these days, simply because of the power of the heldrake. It's not instakilling the Jetseer (thank you T4), but it is wounding on 2+ and ignoring all cover, so your bodyguards are going down basically instantly. Then you get shot by everything else and have to take it because of the sudden absence of the squad around you.

In fact, the Helldrakes can make your day. This is why you need some air defense.


Automatically Appended Next Post:
 Thariinye wrote:
Even running a Jetseer with Guardian Jetbikes isn't that safe these days, simply because of the power of the heldrake. It's not instakilling the Jetseer (thank you T4), but it is wounding on 2+ and ignoring all cover, so your bodyguards are going down basically instantly. Then you get shot by everything else and have to take it because of the sudden absence of the squad around you.

In fact, the Helldrakes can make your day. This is why you need some air defense.

This message was edited 1 time. Last update was at 2013/06/12 09:08:25


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 Thariinye wrote:
Even running a Jetseer with Guardian Jetbikes isn't that safe these days, simply because of the power of the heldrake. It's not instakilling the Jetseer (thank you T4), but it is wounding on 2+ and ignoring all cover, so your bodyguards are going down basically instantly. Then you get shot by everything else and have to take it because of the sudden absence of the squad around you.


Big, flying, bases.

Hard to kill lots of guardian jetbikes when their bases are huge.

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 Ravenous D wrote:
 Thariinye wrote:
Even running a Jetseer with Guardian Jetbikes isn't that safe these days, simply because of the power of the heldrake. It's not instakilling the Jetseer (thank you T4), but it is wounding on 2+ and ignoring all cover, so your bodyguards are going down basically instantly. Then you get shot by everything else and have to take it because of the sudden absence of the squad around you.


Big, flying, bases.

Hard to kill lots of guardian jetbikes when their bases are huge.


Yeah, but Heldrakes are still a big problem. Vector Strikes ignoring cover, as well as the Baleflamer. It's really the only flyer I fear in my Eldar Army.

I don't think the Nightwing is enough AA, I'm trying to figure out what the best way to go is. I'm thinking a WW squadron with Brightlances, but I'm not sure. Between both of those, they should be able to mitigate most Flyers that I'm concerned about.

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Well, Helldrakes can be a big problem to an Eldar army.
Anti air can also come from Serpents. I favour Warwalkers with scatter lasers. Don't fear them, stay cool, and pursue your battle plan.

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Mechdar is definitely viable with the new book, those prisms and serpents are nasty.

Below is a report from my most recent game against Eldar Mech form the new codex(with pictures):

BR26: The Black Buzzards VS Eldar Mech - 1500pts

Hope that's useful.


 
   
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If Mechadar is competitive, then this could sate my desire for a highly mobile, highly potent mechanized force. How do they stack up on the speed/firepower scale to other mech armies like IG or a mech SM force?
   
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 gpfunk wrote:
If Mechadar is competitive, then this could sate my desire for a highly mobile, highly potent mechanized force. How do they stack up on the speed/firepower scale to other mech armies like IG or a mech SM force?

It has some counters like very shooty armies that are able to strip off hull points. Moreover, in cc, fast skimmers became rather vulnerable in the new edition. So you basically need to keep the enemy at arm's length. Here placement, movement, and target priority are key issues.

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 wuestenfux wrote:
 gpfunk wrote:
If Mechadar is competitive, then this could sate my desire for a highly mobile, highly potent mechanized force. How do they stack up on the speed/firepower scale to other mech armies like IG or a mech SM force?

It has some counters like very shooty armies that are able to strip off hull points. Moreover, in cc, fast skimmers became rather vulnerable in the new edition. So you basically need to keep the enemy at arm's length. Here placement, movement, and target priority are key issues.


Actually, Tank Shocking with serpents might be viable, because if a "death or glory" is attempted, serpent can just 2+ any penetrating hit to a glancing hit and crush the model who attempted DoG.

You could make a unit of broadsides run off the table when shocking them with multiple serpents.
   
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Polecat wrote:
 wuestenfux wrote:
 gpfunk wrote:
If Mechadar is competitive, then this could sate my desire for a highly mobile, highly potent mechanized force. How do they stack up on the speed/firepower scale to other mech armies like IG or a mech SM force?

It has some counters like very shooty armies that are able to strip off hull points. Moreover, in cc, fast skimmers became rather vulnerable in the new edition. So you basically need to keep the enemy at arm's length. Here placement, movement, and target priority are key issues.


Actually, Tank Shocking with serpents might be viable, because if a "death or glory" is attempted, serpent can just 2+ any penetrating hit to a glancing hit and crush the model who attempted DoG.

You could make a unit of broadsides run off the table when shocking them with multiple serpents.

Against Tau, a working battle plan is to tank shock the infantry off the table.

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 wuestenfux wrote:
Polecat wrote:
 wuestenfux wrote:
 gpfunk wrote:
If Mechadar is competitive, then this could sate my desire for a highly mobile, highly potent mechanized force. How do they stack up on the speed/firepower scale to other mech armies like IG or a mech SM force?

It has some counters like very shooty armies that are able to strip off hull points. Moreover, in cc, fast skimmers became rather vulnerable in the new edition. So you basically need to keep the enemy at arm's length. Here placement, movement, and target priority are key issues.


Actually, Tank Shocking with serpents might be viable, because if a "death or glory" is attempted, serpent can just 2+ any penetrating hit to a glancing hit and crush the model who attempted DoG.

You could make a unit of broadsides run off the table when shocking them with multiple serpents.

Against Tau, a working battle plan is to tank shock the infantry off the table.


Now that is lateral thinking.

Tank shocking a MC through gaunts bubble wrap could also be awesome as the MC may not have anywhere it can move to (due to the gaunts).
   
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Now to shell out all the money required for the wave serpents, fire prisms, dire avengers, fire dragons, and autarchs.
   
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 ansacs wrote:
 wuestenfux wrote:
Polecat wrote:
 wuestenfux wrote:
 gpfunk wrote:
If Mechadar is competitive, then this could sate my desire for a highly mobile, highly potent mechanized force. How do they stack up on the speed/firepower scale to other mech armies like IG or a mech SM force?

It has some counters like very shooty armies that are able to strip off hull points. Moreover, in cc, fast skimmers became rather vulnerable in the new edition. So you basically need to keep the enemy at arm's length. Here placement, movement, and target priority are key issues.


Actually, Tank Shocking with serpents might be viable, because if a "death or glory" is attempted, serpent can just 2+ any penetrating hit to a glancing hit and crush the model who attempted DoG.

You could make a unit of broadsides run off the table when shocking them with multiple serpents.

Against Tau, a working battle plan is to tank shock the infantry off the table.


Now that is lateral thinking.

Tank shocking a MC through gaunts bubble wrap could also be awesome as the MC may not have anywhere it can move to (due to the gaunts).

This kind of tactics worked pretty well in the 5th edition. There, the enemy wasn't able to regroup if an enemy unit was within 6''.
Nevertheless, I'd apply this tactics again in the new edition.

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