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![[Post New]](/s/i/i.gif) 2013/11/18 01:44:43
Subject: Eldar ~1500 - New(2013) Codex
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Fresh-Faced New User
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Hello All,
I'm looking for advice on the following list at ~1500 points with the new codex. I would very much enjoy suggestions on modifications to meet 1250, and 2000 point constraints. I'm basing this list somewhat on my current models, but I welcome all suggestions that may improve the viability of the list within the 1250 to 2000 point constraint. I would like the list to be competitive, but I'm mainly looking for an Eldar list to take to my LGS and be good against all comers.
HQ:
Farseer (WL)- Jetbike -Spear - 120
Spiritseer - (basic, deployed w/WG) -70
WC:
2x Warlocks - Spears, Jetbikes - 110
Troops:
5x WraithGuard (WC) -305
w/WS (SL,SC,HF)
8x Dire Avengers -249
w/WS (SL,SC,HF)
6x Jetbikes -122
2xSC
6x Jetbikes -122
2xSC
HS:
3x War Walkers (SL,SL) -210
FA:
Crimson Hunter Exarch -180
Total - 1498
Thanks for all advice!
SB
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![[Post New]](/s/i/i.gif) 2013/11/18 03:25:53
Subject: Eldar ~1500 - New(2013) Codex
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Executing Exarch
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Overall, it is a decent list. A bit light on Av14 till the hunter comes out to play, but it has to do AA duty first. Singing spears in a pinch, and wraithguard for the kill.
You can always drop the avengers to 5, or increase to 10, or make them guardians(all good at any point level)
To drop to 1250, cut the hunter exarch and a warlock.
For 2k, get more heavy AT. Prisms, walkers with lances, maybe warp spiders.
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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 |
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![[Post New]](/s/i/i.gif) 2013/11/18 16:54:09
Subject: Eldar ~1500 - New(2013) Codex
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Agile Revenant Titan
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or consider trading war walkers heavy weapons to lances, which would definintly help with anti tank.
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I do drugs.
Mostly Plastic Crack, but I do dabble in Cardboard Cocaine. |
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![[Post New]](/s/i/i.gif) 2013/11/18 18:06:42
Subject: Eldar ~1500 - New(2013) Codex
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Longtime Dakkanaut
United States of America
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Agree with above but maybe walkers with SL and BL?
A bit of both and twin linked BL.
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![[Post New]](/s/i/i.gif) 2013/11/18 18:47:08
Subject: Re:Eldar ~1500 - New(2013) Codex
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Swift Swooping Hawk
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Personally, I would make the list look like this:
HQ -
Farseer - Jetbike, Spear
Spiritseer
Warlock - Jetbike, Spear
Troops -
5 Wraithguard
WS - SL, SC, Holo
5 Dire Avengers
WS - SL, SC, Holo
6 Jetbikes - 2 SC
3 Jetbikes
3 Jetbikes
Fast Attack -
Crimson Hunter - Exarch
6 Swooping Hawks
Heavy -
WraithKnight
Total - 1500 Points on the button
The idea behind my changes are as follows:
Lack of AV 14 killing power - Trade in war walkers for a Wraithknight. I have played my wraithknights quite a bit and I can tell you they are way more durable than the war walkers. They also open up the possibility of a bully unit... board control is huge in this game. I also think that the WK gives you a good counter-assault unit, as not many people want to drop in your face to fight that thing. The WK does lack consistant shooting power, but with the potential to assault it more than makes up for it. It will also give your opponent something to worry about until you can get the exarch on to destroy AV 14 targets.
Added swooping Hawks with some of the loose change I gathered from modifying the jetbikes, and dropping a warlock. This unit is large enough to generate the large blast template and they all come equipped with haywire grenades. So, this unit functions with multiple purpose in this instance. It can take care of backfield scoring units as well as be able to assault any vehicle (excluding flyers, of course) and wreck it fairly easily. Very versatile unit.
Having units of 3 jetbikes has won me almost every battle so far. I think that having more, well hidden, scoring units will prove better than the one 6 man unit, even with a conceal warlock. Anything that ends up ignoring cover will wipe them out. While the same is true for the 3 man unit... who wants to use an entire squad to kill 3 jetbikes. In other words, you force the enemy to use more resources than he wants to to kill those targets.
I would reserve the 2 units of 3 jetbikes, and the flyer in almost every game. I would probably just skyleap with the swooping hawks on turn one, so they reliably come in turn 2, but this is adjusted based on terrain and the enemy. The WK becomes incredible with prescience cast on him, as well as many other powers (invisibility is awesome too). This also gives a job to our farseer, as most of your guns on the table are already twin linked, so the farseer does not become the lynchpin to your army, but instead the cherry on the sundae.
Your list isn't bad at all, so please don't wake it the wrong way, I just wanted to share my thoughts. These are the units I enjoy, and how I enjoy playing them, and it isn't a drastic change to what you are already bringing.
Good luck!
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This message was edited 1 time. Last update was at 2013/11/18 18:47:55
"What we do in life, echoes in eternity" - Maximus Meridius
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![[Post New]](/s/i/i.gif) 2013/11/21 03:33:16
Subject: Re:Eldar ~1500 - New(2013) Codex
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Fresh-Faced New User
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Thanks everyone, some great suggestions. I take it from the general take on the list that AV 14 may be more prevalent in play than I have seen in my personal games. I was thinking of pairing the Farseer with the WC and using spears as AT, but I'm getting the idea that may not be sufficient against AV 14. Since I have the Walkers now, I can take some lances on them pretty easily.
Gangrel - There are some interesting suggestions in your list. I can see how having more small, quick scoring units could come in real handy. I've always wanted to work in a unit of hawks in a list as I think they would be real fun for backfield raiding. The units sizes are all very small though, and I was afraid that a unit of just 5 DA wouldn't be much good - though I suppose the real reason to take them is the WS I've heard the WK has become very popular, but I was staying away because I wasn't sure how to best use the unit. How do use the highly mobile Farseer on a jetbike with the (I'm guessing) somewhat less mobile WK? Do they assault together, just run them at the toughest nut to crack on the board?
Thanks again for the help!
SB
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![[Post New]](/s/i/i.gif) 2013/11/21 19:18:45
Subject: Re:Eldar ~1500 - New(2013) Codex
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Swift Swooping Hawk
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sblount512 wrote:Gangrel - There are some interesting suggestions in your list. I can see how having more small, quick scoring units could come in real handy. I've always wanted to work in a unit of hawks in a list as I think they would be real fun for backfield raiding. The units sizes are all very small though, and I was afraid that a unit of just 5 DA wouldn't be much good - though I suppose the real reason to take them is the WS I've heard the WK has become very popular, but I was staying away because I wasn't sure how to best use the unit. How do use the highly mobile Farseer on a jetbike with the (I'm guessing) somewhat less mobile WK? Do they assault together, just run them at the toughest nut to crack on the board?
Your concerns about 5 dire avengers isn't unwarranted. 5 man units are puny and don't put out much offensive power, but that isn't their job in the list. Their job is to score. So as long as one dude survives till the end to score, then they have done their job. I have been running MSU type armies for many years now, so I am very comfortable handling that small of a unit, but if a larger unit feels better to you, then go ahead and run them, but their job changes. They need to be used as support firepower in larger groups, as if their offensive power isn't harnessed then they will be a waste of points.
As far as the WK, he is a jump Monstrous creature, so he is not slow. He is very mobile. I have been running two for the last couple months, and it is the fear of the WK that people can't get over. 2 str 10 shots are rarely going to do anything significant, but when coupled with their assault capabilities, and just the fact that there aren't a ton of things in the game which can efficiently deal with them... now your enemy has to spend the game countering the big guy instead of trying to win the scenario.
Now the synergy of the farseer and WK essentially comes down to the powers the farseer gets. Prescience is a must, but things like invisibility make the WK a bad customer. I usually run a mantle farseer, who stays about 12" away (the range of prescience) from the WK and hides the best he can. The farseer's job is to pass out buffs, and debuffs, he should not be engaging in combat unless it is the most dire of circumstances.
As far as battle tactics, I usually have my army target the heaviest weapons or at least have a plan to destroy them. I have a friend who likes to run grav gun centurions and their effective range is about 30", so my wraithknights generally do not enter that threat range until the centurions are neutralized. Now, does this play into my friend's hand a bit? yes, but ultimately when I get rid of those centurions he has very few units left who can delete the WK in one go. Also, I am able to bait him into situations he wouldn't normally take, because he is trying to eliminate the WK. So, now he has to use many units to cause damage against the WK, which means he isn't firing at other things, and on top of that I can usually get 4+ ruins cover to negate some of those shots. The WK may die, but he has now caused your opponent so much stress and diverted so many resources to it, that you may have won the game already. Essentially use him to bait enemy units, isolate weak units, and to deter them from dropping units in your face to get you flustered.
If you run him (WK) down broadway without support he will die. Plain and simple. Anyone with a good list should be able to kill a WK, but forcing them to have to expend way more resources than he should to get at the WK, then you are now winning the resource game. Not to mention the WK couples well with the AV12 Wave Serpents... both hearty and tough units.
Hope this helps!!!
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"What we do in life, echoes in eternity" - Maximus Meridius
Check out Veterans of the Long War Podcast -
https://www.facebook.com/VeteransOfTheLongWar |
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![[Post New]](/s/i/i.gif) 2013/11/21 22:22:29
Subject: Eldar ~1500 - New(2013) Codex
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Agile Revenant Titan
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Arbiter wrote:Agree with above but maybe walkers with SL and BL?
A bit of both and twin linked BL.
no. These mixed roles dont do well. 3 tl bright lances is way worse than 6 reguler lances. Better to dedicate a war walekr squad to one role, and keep em that way.
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I do drugs.
Mostly Plastic Crack, but I do dabble in Cardboard Cocaine. |
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