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Made in us
Adolescent Youth with Potential





HQ: Farseer, Jet Bike, Mantle of the Laughing God, Singing Spear, Runes of Witnessing

T: 5xDire Avengers, Wave Serpent, Holo-fields, TLScatter Laser
T: 5xDire Avengers, Wave Serpent, Holo-fields, TLScatter Laser
T: 5xDire Avengers, Wave Serpent, Holo-fields, TLScatter Laser
T: 5xDire Avengers, Wave Serpent, Holo-fields, TLScatter Laser

F: Crimson Hunter Exarch

H: Wraithknight
H: Fire Prism, Holo-fields
H: War Walker Squadron (3) 6xBrightlance

Points: 1745

Strategy: Most games I reserve the war walker squadron and outflank in hopes of taking out heavier vehicles via side armor. I tend to auto-take guide and prescience on the farseer and hang back with the wraithknight and fire prism in my own deployment/mid field. The crimson hunter is a new addition to my list but I had a fantastic game with it against imperial guard killing two vendettas (some luck with reserve rolls and vector dancer is wonderful) so I am attached to it for now. Wave Serpents are just incredible. Along with the Wraithknight they absorb just absolutely ridiculous amounts of anti-tank fire.

Just a list I have been having considerable success with (at least in my meta) and am looking for criticism, positive or negative. Please ask if you dont understand the purpose of a unit and point out any glaring flaws this list may have. I commonly play Imperial Guard/Space Wolves usually allied in some combination, Dark Angels, Tau (various allies), Tyranid, Blood Angels, Grey Knights, Dark Eldar and Necrons.
   
Made in us
Executing Exarch





The Twilight Zone

The runes of witnessing are a bit of a waste, and by dropping them you give two of your serpents chin cannons, which will get more miles than the runes and otherwise wasted spare points.

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
Adolescent Youth with Potential





 Dr. Serling wrote:
The runes of witnessing are a bit of a waste, and by dropping them you give two of your serpents chin cannons, which will get more miles than the runes and otherwise wasted spare points.


I tend to peril atleast once a game with the farseer and I like the security of having the runes, but I do see your point. Weighing the one use and their cost vs 2 shuriken cannons on the serpents really is probably a no contest comparison.
   
Made in us
Executing Exarch





The Twilight Zone

jcross1925 wrote:

I tend to peril atleast once a game with the farseer


You are casting guide and prescience, right? The third power you get is usually just gravy. Might get something useful every now and again but nothing that is that critical to your strategy. If you perils, just burn a warp charge and have your hat take the wound.

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
Adolescent Youth with Potential





I suppose I meant to say fail rather than perils, the wound doesn't bother me as much as the spell actually failing. Wraithknights and Fire Prisms like to miss when it's important that they don't.
   
Made in nz
Deadly Dire Avenger



New Zealand

The brightlances on the war walkers are a waste of points so just stick with 2 scatter laser for the laser lock and the 4 dire avenger squads is overkill. Instead of the DA's take some guardians and a lot of jetbikes. Jetbikes are amazing!!! Just out of curiousity, what is the wraithknight taking as weapons?
   
Made in au
Screaming Shining Spear





Western Australia

Da Epic Pegasus wrote:
The brightlances on the war walkers are a waste of points so just stick with 2 scatter laser for the laser lock


You know that scatter lasers do not affect other scatter lasers on the same model right? Essentially laserlock does nothing when the only weapons you have are scatter lasers

For gaming, hobby and events in Perth, Western Australia - https://objectivesecured.com.au 
   
Made in us
Adolescent Youth with Potential





Da Epic Pegasus wrote:
The brightlances on the war walkers are a waste of points so just stick with 2 scatter laser for the laser lock and the 4 dire avenger squads is overkill. Instead of the DA's take some guardians and a lot of jetbikes. Jetbikes are amazing!!! Just out of curiousity, what is the wraithknight taking as weapons?

I share your same enthusiam for the quality of jetbikes as a scoring unit but I dont own them and I feel dire avengers in a wave serpent are both more durable and pack more of a punch for the points. I would normally agree with dual scatter lasers being the better choice for the walkers and I do switch them out depending on who I am playing but in a take all comers list I feel I need the anti tank capability of the brightlance walkers.

lastly I take the standard dual wraithcannon loadout on the knight.

I appreciate the feedback so far and definitely will consider the suggestions.

This message was edited 2 times. Last update was at 2013/07/23 04:00:01


 
   
Made in gb
Shrieking Guardian Jetbiker



Essex :|

Actually if you find yourself unlucky with perils most of the time then you can feel free the take runes of witnessing, ya know I hate it when the spell doesn't work too. I would drop the 3rd war walker as it looks like you're going to be guiding them most of the time so you'll hit 4 lance shots which is about enough.

That gives you 70 points for chin cannons, idk spirit stones for the fire prism or what not. Alternatively you can keep the war walker, swap the farsser for an autarch, that gives you better reserve control (if you reserve the crimson hunter as well as the walkers)

typing this quick so I hope I helped

650

<- armour save
<- invulnerable save
<- cover save
<- scatter
<- morale check
<- psychic test 
   
Made in gb
Ultramarine Chaplain with Hate to Spare





Da Epic Pegasus wrote:
The brightlances on the war walkers are a waste of points so just stick with 2 scatter laser for the laser lock and the 4 dire avenger squads is overkill. Instead of the DA's take some guardians and a lot of jetbikes. Jetbikes are amazing!!! Just out of curiousity, what is the wraithknight taking as weapons?


You know that double SL gets LESS S6 hits than SL&Shuricannon... and is 5 points more per model. Double SL is a poor load out these days. SL+Starcannon or double BL are the best builds depending what you want...

As for the list though they get critism I find runes of Warding very useful on a mantleseer. Because deepstriking psychic scream can take him off the board and that 2+ deny can be really help. I've had it save me twice already. Just there are more psychic attacks that ignore cover than anything else and they can be harder to mitigate against with position.

Take the Magic: The Gathering 'What Color Are You?' Quiz.

Yes my Colour is Black but not for the reasons stated mainly just because it's slimming... http://imperiusdominatus.blogspot.com 
   
Made in us
Agile Revenant Titan






Austin, Texas.

 jcross1925 wrote:
HQ: Farseer, Jet Bike, Mantle of the Laughing God, Singing Spear, Runes of Witnessing

T: 5xDire Avengers, Wave Serpent, Holo-fields, TLScatter Laser
T: 5xDire Avengers, Wave Serpent, Holo-fields, TLScatter Laser
T: 5xDire Avengers, Wave Serpent, Holo-fields, TLScatter Laser
T: 5xDire Avengers, Wave Serpent, Holo-fields, TLScatter Laser

F: Crimson Hunter Exarch

H: Wraithknight
H: Fire Prism, Holo-fields
H: War Walker Squadron (3) 6xBrightlance

Points: 1745

Strategy: Most games I reserve the war walker squadron and outflank in hopes of taking out heavier vehicles via side armor. I tend to auto-take guide and prescience on the farseer and hang back with the wraithknight and fire prism in my own deployment/mid field. The crimson hunter is a new addition to my list but I had a fantastic game with it against imperial guard killing two vendettas (some luck with reserve rolls and vector dancer is wonderful) so I am attached to it for now. Wave Serpents are just incredible. Along with the Wraithknight they absorb just absolutely ridiculous amounts of anti-tank fire.

Just a list I have been having considerable success with (at least in my meta) and am looking for criticism, positive or negative. Please ask if you dont understand the purpose of a unit and point out any glaring flaws this list may have. I commonly play Imperial Guard/Space Wolves usually allied in some combination, Dark Angels, Tau (various allies), Tyranid, Blood Angels, Grey Knights, Dark Eldar and Necrons.


I very much like this list, it is very akin to what I run. Dropping the third war walker would be wise, freeing up some points. I would maybe advise for finding some space for rangers, going to ground on an objective for 2+ cover s generally enough to secure that objective, as you don't reallly have any back field objective grabbers.

Also the dropping of ROW for nose cannons is advised.

I do drugs.
Mostly Plastic Crack, but I do dabble in Cardboard Cocaine. 
   
Made in ca
Been Around the Block




 FlingitNow wrote:
Da Epic Pegasus wrote:
The brightlances on the war walkers are a waste of points so just stick with 2 scatter laser for the laser lock and the 4 dire avenger squads is overkill. Instead of the DA's take some guardians and a lot of jetbikes. Jetbikes are amazing!!! Just out of curiousity, what is the wraithknight taking as weapons?


You know that double SL gets LESS S6 hits than SL&Shuricannon... and is 5 points more per model. Double SL is a poor load out these days. SL+Starcannon or double BL are the best builds depending what you want...

As for the list though they get critism I find runes of Warding very useful on a mantleseer. Because deepstriking psychic scream can take him off the board and that 2+ deny can be really help. I've had it save me twice already. Just there are more psychic attacks that ignore cover than anything else and they can be harder to mitigate against with position.


I understand what you're saying, but I find that the Farseer doesn't have very many good Guide/Prescience targets with mech Eldar as a result of the amount of twin-linking in the army. If he plans to Guide his War Walkers anyway then he might be better served with dual scatter lasers and just forgetting about the target lock.

But if OP wants to stick with dual BL then I also think that having 2 war walkers is sufficient.
   
Made in us
Adolescent Youth with Potential





Thank you all for the truly insightful posts. I have tried autarchs and I do very much enjoy the ability to manipulate reserves. especially when taking just 1 flyer. So that is definitely something I will be play testing. I really like the suggestion of taking just 2 brightlance walkers instead of 3 as I do find many situations where 3 ends up being overkill, which would allow me cannons on my serpents. I guess I had gotten into the habit of auto including 3 walkers to maximize the slot rather than evaluating the usefulness of that maximization.

I am very interested in hearing feedback on what specific lists would be able to counter this one. Basically what do you believe is its greatest weaknesses and with what would you exploit them.
   
Made in us
Member of a Lodge? I Can't Say




WI

If you understand your strengths and weaknesses, it doesn't matter what they play. You don't build a list to react to other lists, you make one and force them to react to you. In a attacking list like this, you place Objectives in the middle. You hope your opponent doesn't screw with you and place one in your rear, so rear objective holders are not needed. You have to worry about the secondary game with a list like this... Mech lists give up first blood pretty easy, specially if you decide to go all shooty with your shields. You then look at Line-breaker, Warlord, ect. That is how you lose.

Weakness to your list are dealing with Drop pod shenanigans (First blood) and actually you going first. If your Flyer comes on first, it will get put down since you have no other AA. If you have to deploy your troops from your vehicle to contest or take objectives Turn 4-5, this gives your opponent a chance to kill them when they go second because your squads are so small (and thus might fail a morale check with even limited shooting). Really, you want to go second in every match you play, unless the Gaming Gods hate you and don't make Turn 1 Night fighting. /Then/ you will want to go first at all costs.

Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG.  
   
 
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