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Made in us
Courageous Silver Helm





So I'm trying out some 40k after a long time playing WFB and am putting together an Eldar list at 1850. I currently have:

Farseer

5 Dire Avengers + Wave Serpent (holofield, scatter lasers)
5 Dire Avengers + Wave Serpent (holofield, scatter lasers)
10 Guardians w/Bright Lance + Wave Serpent (holofield, scatter lasers)
10 Guardians w/Bright Lance + Wave Serpent (holofield, scatter lasers)
5 Rangers

6 Swooping Hawks
6 Warp Spiders
3 Vipers (double shuri-cannon)

3 War Walkers (bright lance/scatter laser)

Assuming I can do math... I have 200pts left. I was previously using a second Farseer with the mantle on a jet bike but was a bit underwhelmed by the unit and don't really need the help in getting linebreaker, etc. Any bright ideas on what to spend 200pts on? Another unit of Dire Avenegers with a serpent fits exactly but I don't want to be too spammy with the serpents so if people have other suggestions I'm all ears!

This message was edited 1 time. Last update was at 2013/11/25 19:32:16


 
   
Made in us
Screaming Shining Spear





Central Pennsylvania

A Spiritseer and a Fire Prism would be good adds.

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Made in us
Longtime Dakkanaut




United States of America

With 4 serpents with the works your already a serpent spamy list, so either farseer with jet bike, MotLG stone of anthan'an? at 170 gives you 30 points left to buy spirit stones for war walkers which brings you to 1850 exactly.
Otherwise just go with the avengers in serpent.

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Made in us
Lone Wolf Sentinel Pilot




PA Unitied States

This is a good list, but I'd suggest droping the heavy weapons platforms from the guardians and increasing your heavy support choices to accomadate mote high powered low ap shots. maybe Dark reapers? Also mixed gun walkers are that great 6 brightlances will hit 4-5 times per round average. should wreck whatever you shot at.

This message was edited 1 time. Last update was at 2013/11/25 20:55:45


22 yrs in the hobby
:Eldar: 10K+ pts, 2500 pts
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Made in us
Courageous Silver Helm





My main concerns here are that I don't have anything that can reliably crack AV14 bar the walkers. Maybe the farseer on bike with mantle might come back with a singinh spear too. Maybe with friends in a mini council?
   
Made in us
Agile Revenant Titan






Austin, Texas.

give walkers x2 lances each. Honestly i dont see the point in giving them scatter+lance. Thats mixed roles, and why not just go straight lances, whichis much better anti av14 than 3 twin linked ones.

with the 200 points i would recomend more war spiders, scatter lasers for vypers, and shuiken cannons for your serpents.

I do drugs.
Mostly Plastic Crack, but I do dabble in Cardboard Cocaine. 
   
Made in us
Courageous Silver Helm





 Rune Stonegrinder wrote:
This is a good list, but I'd suggest droping the heavy weapons platforms from the guardians and increasing your heavy support choices to accomadate mote high powered low ap shots. maybe Dark reapers? Also mixed gun walkers are that great 6 brightlances will hit 4-5 times per round average. should wreck whatever you shot at.

Hey Joe. I agree with you and ninjafiredragon about the walkers. I'll switch them to bright lances. As for the Dark Reapers, I don't see it myself. 3+ armour doesn't scare me - I have more than enough str.6/7 shots to put down space marines if I need to.




Automatically Appended Next Post:
 ninjafiredragon wrote:
give walkers x2 lances each. Honestly i dont see the point in giving them scatter+lance. Thats mixed roles, and why not just go straight lances, whichis much better anti av14 than 3 twin linked ones.

with the 200 points i would recomend more war spiders, scatter lasers for vypers, and shuiken cannons for your serpents.

I only have the vipers in there as I have the models currently and I have to get rid of something else to fit in the scatters on them. I don't see these as critical upgrades for the vipers as essentially I'm just getting an extra shot - I imagine they will be guided or something more often than not anyway as I don't really have any other targets for them.

Whilst we're on the subject, which powers do you think are best for...
1. Foot Farseer (divination?)
2. Jetbike/mantle Farseer (telepathy?)

This message was edited 1 time. Last update was at 2013/11/25 22:51:08


 
   
Made in us
Lone Wolf Sentinel Pilot




PA Unitied States

I thought that was you, just wasn't sure. There are two reason I choose Dark Reapers, first is now that they can take Star shot missles and still retain the swarm shot, they have tactical flexibility on the battle field. Swarm Shot seem usless untill you face your first Bike list also I've had games where 4 dark reapers (one exarch) were able to take out tank after tank. Second, those Reaper Range finders come in handy against enemy skimmers, jetbikes and flyers. In a moble list they are a bit of a hinderance, However I find them a boon against Tau and Eldar.

As for psychic powers, depending on how you interpret the rules or untill GW issues a clarification. I choose a mix of Fate and Divination either way.

This message was edited 1 time. Last update was at 2013/11/26 13:16:38


22 yrs in the hobby
:Eldar: 10K+ pts, 2500 pts
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Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

If you're worried about LRs...more Hawks. I often use mine to crack those tanks.

Fire Dragons would also plug into your list nicely.

Come play games in West Michigan at https://www.facebook.com/tcpgrwarroom 
   
Made in us
Swift Swooping Hawk





Massachusetts

Make that into one blob of 20 guardians with 2 lances. Give the farseer the shard and join him to that unit. Plop them behind an ADL with icarus lascannon. This unit now has three lascannon equivalents to fire per turn, and they're most likely guided.

I'd still take one of the serpents as a dedicated transport for the guardian unit... and I'd buy 5 dire avengers to go into the other one.

....so you'd end up with this:

Farseer - Shard of Anaris

5 Dire Avengers + Wave Serpent (holofield, scatter lasers)
5 Dire Avengers + Wave Serpent (holofield, scatter lasers)
5 Dire Avengers + Wave Serpent (holofield, scatter lasers)
20 Guardians w/ 2 Bright Lance + Wave Serpent (holofield, scatter lasers)
5 Rangers

6 Swooping Hawks
6 Warp Spiders
3 Vipers (double shuri-cannon)

3 War Walkers (double bright lance)

ADL - Icarus Lascannon

Total : 1840

Good luck!

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Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

 Gangrel767 wrote:
Make that into one blob of 20 guardians with 2 lances.


If you putting down blobs with lances I actually prefer DE Warriors...the poison output is quite wonderful.

Unless you add a Warlock...the Guardians take the cake.


Automatically Appended Next Post:
Ah...but then you lose the Serpent...

This message was edited 2 times. Last update was at 2013/11/26 15:10:47


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Made in us
Swift Swooping Hawk





Massachusetts

yea, adding Dark Eldar changes the whole mix. Tons of synergy, but at what loss. lol Some awesome options there though.

As I continue to think about this, I would consider dropping a vyper to add a warlock into the guardians... conceal + ADL makes things a bit better. It would also free up another 25 points... Maybe throw ghostwalk matrix on a couple of your wave serpents, or a couple chin cannons. Either way you have 35 points to pay with (more warp spiders?).

This message was edited 3 times. Last update was at 2013/11/26 15:32:10


"What we do in life, echoes in eternity" - Maximus Meridius

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Made in us
Agile Revenant Titan






Austin, Texas.

 ninjafiredragon wrote:
give walkers x2 lances each. Honestly i dont see the point in giving them scatter+lance. Thats mixed roles, and why not just go straight lances, whichis much better anti av14 than 3 twin linked ones.

with the 200 points i would recomend more war spiders, scatter lasers for vypers, and shuiken cannons for your serpents.

"I only have the vipers in there as I have the models currently and I have to get rid of something else to fit in the scatters on them. I don't see these as critical upgrades for the vipers as essentially I'm just getting an extra shot - I imagine they will be guided or something more often than not anyway as I don't really have any other targets for them.

Whilst we're on the subject, which powers do you think are best for...
1. Foot Farseer (divination?)
2. Jetbike/mantle Farseer (telepathy?)"

ahh yes its "an extra shot" BUT, it will TL all of your other shots, actually generally saving you 1-2 shots each per model, which is 3-6 extra s6 shots a turn from those vypers, for only 15 points.
And yes they could be guided saving points, but i would go for rolling on telepathy with the mantle sear, and the foot sear wont be able to stay up with the vypers.

This message was edited 1 time. Last update was at 2013/11/26 17:40:49


I do drugs.
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Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

 ninjafiredragon wrote:

Whilst we're on the subject, which powers do you think are best for...
1. Foot Farseer (divination?)
2. Jetbike/mantle Farseer (telepathy?)"


This is going to change every game based on opponents.

Personally I also take telepathy v Tau to Puppet Master their Riptide.

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Made in us
Longtime Dakkanaut




United States of America

All Telepathy powers are good, I normally go 1 divination and 2
Telepathy, if nothing else prescience, shriek, and if lucky puppet master or hallucination.

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Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

It also depends on how important slay the warlord or first blood is to the mission.

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Made in us
Courageous Silver Helm





Thanks for the help guys. I also managed to get over my confusion about which powers a Farseer actually gets to pick from too - I don't think it's all that clear that he gets to roll on both book and Eldar powers (I know that you can now though).
   
 
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