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Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

I just got sick of continuously seeing boring or copypaste Eldar lists online so I thought I might try to break the mold a little bit with my list...I win about 80% of the time with it.




+ HQ +
-Autarch (Fusion gun, Laser lance, Mantle of the Laughing God, Eldar Jetbike

-Farseer (Singing spear, Eldar Jetbike)

-Warlock (Singing spear)


+ Troops +
-10 Guardian Defenders
---Wave Serpent (Holo-fields, Twin-linked scatter lasers)

-10 Guardian Defenders
---Wave Serpent (Holo-fields, Twin-linked scatter lasers)

-6 Rangers

-10 Storm Guardians (2x Flamer)
---Wave Serpent (Holo-fields, Twin-linked scatter lasers)


+ Fast Attack +
-Crimson Hunter

-4 Shining Spear, Exarch, Monster Hunter, Star Lance)

-6 Swooping Hawk (Exarch, Sunrifle)


+ Heavy Support +
-4 Dark Reaper (Starshot Missiles)

-Falcon (Brightlance, Holo-fields, Pulse Laser, Spirit stones)

-Nightspinner (Holo-fields)

-3 Vaul's Wrath Support Battery (Vibro cannon)


2000/2000




Generally speaking...my nightspinner, hunter, reapers, hawks and spears all start in reserve...most of them come on turn two after I've popped tanks and secured first blood (I almost always get first blood)

The 1850 version loses the reapers.

The farseer tends to twin link the vibrocannons first and maybe second turn...but he's really there to give rerolls to shooting and assault to the spears...they wreck riptide face. The far seer can also put down the telepathy pain as well.

The nightspinner is such a utility piece...originally used to kill me some necron wraith...I've been loyal to this choice as it's nuked some broadsides and many other infantry models

I have never regretted having storm guardians...those cheap flames earn their points back every game.

The solitaire is dynamic...godlike in almost every game...like a rapier cutting out just the right portions of my enemy's forces.

And the warlock...my goodness how many times runes of battle have turned the battle in my favor...having even one roll on that table is big.

This message was edited 4 times. Last update was at 2014/02/11 00:19:29


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Made in us
Executing Exarch





The Twilight Zone

Looks solid. I take it the warlock is the slot option for powers/stealth AT? If you could wiggle some points, you could make your storm guardians+warlock into a poor mans fragons.

Regardless, the stealth spear is pretty good. Since you have the extra HQ slot, consider making em a spiritseer. Would take some trimming here and there, but 2 powers gives you extra chances to grab your runes of choice. Not to mention telepathy, which is the bees knees of psychic trees.

How do you merge your seer with the spears? If your camping with the batteries, you would have to get to them before the movement phase ends, keeping them a bit back. Then again, I guess you can't assault that turn anyways and turbo boost gets you basically anywhere...


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
Monster-Slaying Daemonhunter




Grand Rapids Metro

I play this as the 1848/1850 MOST of the time, so the dark reapers aren't usually there....but they tend to walk on and blow something up at 2000 pts.

Points that can be moved:
-Warlock Spear
-Falcon Spirit Stones

Most of my squads are at minimum points...just built up enough to achieve their goals.

Please let me know if you see something unecessary.



Sometimes the Spears have a place to hide, that's the glory of their small squad size...but generally speaking they tend to be able to meet up with the seer on turn two within 12" of the farseer and be in a place to do damage the next turn.




And while I have you here...

How would you change my Eldar list to fit in the below. I was look at running DEldar allies on a budget/for fun.

-Asdrubael Vect
---The Dais of Destruction
-----10 Wyches (Hekatrix Agoniser, Phantasm Grenade Launcher, Razorflails)

This message was edited 1 time. Last update was at 2014/02/11 13:46:20


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Made in us
Agile Revenant Titan




Florida

I've actually been looking at Vect with the Dais recently. I think you only need 9 Wyches to go into the Dais as Vect needs to also start in it. I believe transport capacity is 10 and Vect + 9 models must start in it.

My suggestions are based on what you actually have in your list rather than just trying to rebuild the entire army.

To make points can be quite challenging as you are basically looking at 500 points or so to fit that combo. For starters, I'd look to drop the Falcon (Dais can replace the anti tank shooting) and the Crimson Hunter. You simply are losing a flier in an attempt to get Vect into the list.

It all depends on what you play against, but I've been very underwhelmed with the Autarch build. I've come against too much in the game that can ignore cover or once the Autarch kills something, he gets assaulted and destroyed. He'd be next in line to drop if you want Vect.

At this point, the army would be along the lines of:

Farseer, Jetbike, Spear
Vect w/ Dais
Warlock

Your Guardian/Wave Serpents (2 Guardian, 1 Storm)
9 Wyches w/ Haywire
6 Rangers (although I'd utilize Jetbikes if you have them)

Shining Spears

Dark Reapers (risky without being able to put them in a vehicle)
Night Spinner (I like this vehicle, but will admit it's not uber powerful)
Vaul's Wrath

For my taste, I think it is a bit hodge podge and not sure it quite has enough of all the tools to work for a 2000 point army. I'm not sure how I could deal with most Demon armies and a lot of popular Tau builds.


No earth shattering, thought provoking quote. I'm just someone who was introduced to 40K in the late 80's and it's become a lifelong hobby. 
   
Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

've actually contemplated losing:

Vaul's Wrath
Solitaire (though I never have him perform poorly, but Vect is doing a bit of his job)
Warlock
Farseer
maybe the Spears

But I've yet to look into the points. (and would need to add a spiritseer)

and thanks for the knowledge on the wyches

This message was edited 2 times. Last update was at 2014/02/11 13:47:05


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Made in hr
Screaming Shining Spear






What I would do is transfer the Mantle to your Farseer, drop the Autarch(105), then drop the Dark Reapers(152) and either the Falcon + Rangers(222 or one Wave Serpent + Guardians(225) and Vaul's Wrath(90). That should give you enough points for what you want.
   
Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

 Araenion wrote:
What I would do is transfer the Mantle to your Farseer, drop the Autarch(105), then drop the Dark Reapers(152) and either the Falcon + Rangers(222 or one Wave Serpent + Guardians(225) and Vaul's Wrath(90). That should give you enough points for what you want.


That's a solid plan. Dropping the Falcon and Rangers for Whyches and a pseudo-Ravager feels fair.

What do you think about the list as is though?

Come play games in West Michigan at https://www.facebook.com/tcpgrwarroom 
   
Made in hr
Screaming Shining Spear






I think there is a better way to bring points up to 2000 than 4 Reapers, as I find that they, like Shining Spears, are only worth their expensive points cost if you support them properly. Then again, I haven't used them much, so if they work for your list, then great.

Other than that, there's very little spam and a lot of diversity. The fact every unit has a particular role to play means the list doesn't play itself, like a lot of other Eldar lists do. It also means it's well balanced and will often win because your opponents will underestimate it and make mistakes in target priority. I like lists like that.

EDIT: To be a little more constructive, I'd suggest Warp Spiders instead of Dark Reapers. Yes, I know everyone and their mother plays them, but they can be more than just a hammer unit to beat vehicles with. They can apply pressure and confuse your opponent, just like Hawks can. And a squad of 8 costs exactly the same as those 4 Reapers, for double the amount of wounds.

This message was edited 1 time. Last update was at 2014/02/11 14:45:04


 
   
Made in us
Longtime Dakkanaut




United States of America

Not a big fan of mantle autarch, in my meta he wouldn't last past turn 2.

Biggest question though is, how do your spears kill riptides? Does he fail at rolling 2+? Your exarch with S8 AP2 only have 3 attacks on the charge.

11k+
4k
7k
3k 
   
Made in hr
Screaming Shining Spear






8 rending shooting attacks, rerolling to hit and to wound, followed by 3 attacks hitting on 3's with rerolls, wounding on 2's with rerolls. If he didn't nova charge his inv to 3+, then there's a good chance he'll easily take at least 3-4 wounds off it.

Any other MC that isn't a DP(due to high ini) is just dead if they charge in.
   
Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

 Araenion wrote:
To be a little more constructive, I'd suggest Warp Spiders instead of Dark Reapers. Yes, I know everyone and their mother plays them, but they can be more than just a hammer unit to beat vehicles with. They can apply pressure and confuse your opponent, just like Hawks can. And a squad of 8 costs exactly the same as those 4 Reapers, for double the amount of wounds.


That's a very fair point.

I have found, and you may as well, that slow and purposeful does with a 48" range allows them to hit almost anything on the board with impunity. And nukes jetbikes and DA Bikes (more common in my area).

I have no problem admitting that Warp Spiders are most likely the best unit in the entire book...and they should be in any truly competitive player's list.

I just can't bring myself to use them for a few reasons:
-They're commonplace...and therefore much less "cool" to me (Same reason I can't bring myself to play Windriders)
-They're expensive in terms of dollars...but then again...so were the Vaul's Wrath in $/pt
-I already play a lot of GK Interceptors who have a very similar "feel"


Automatically Appended Next Post:
 Araenion wrote:
8 rending shooting attacks, rerolling to hit and to wound, followed by 3 attacks hitting on 3's with rerolls, wounding on 2's with rerolls. If he didn't nova charge his inv to 3+, then there's a good chance he'll easily take at least 3-4 wounds off it.

Any other MC that isn't a DP(due to high ini) is just dead if they charge in.


And don't count out the other S6 attacks or the singing spear...but it is important to realize that I would never assault a 2+ save MC with this unit unless it was already down a wound or two.

This message was edited 2 times. Last update was at 2014/02/11 15:04:02


Come play games in West Michigan at https://www.facebook.com/tcpgrwarroom 
   
Made in hr
Screaming Shining Spear






 ductvader wrote:
That's a very fair point.

I have found, and you may as well, that slow and purposeful does with a 48" range allows them to hit almost anything on the board with impunity. And nukes jetbikes and DA Bikes (more common in my area).

I have no problem admitting that Warp Spiders are most likely the best unit in the entire book...and they should be in any truly competitive player's list.

I just can't bring myself to use them for a few reasons:
-They're commonplace...and therefore much less "cool" to me (Same reason I can't bring myself to play Windriders)
-They're expensive in terms of dollars...but then again...so were the Vaul's Wrath in $/pt
-I already play a lot of GK Interceptors who have a very similar "feel"


Gotcha. I'm one of the two people regularly fielding them in my area. People don't have the models, they are expensive and they're not exactly new and polished. But I played them back in 5th, had the models, so I continued to play them when they got even better.

I also like to play Windriders. One of my all-star units in the old codex, like Warp Spiders. But I agree that I hate the fact they're such a no-brainer choice in the new codex. And I have a very limited wargaming budget, so can't really afford to change my playstyle any time soon.

I've heard great things about DR, don't get me wrong. Have you considered that a unit of 3 with an Exarch with Fast Shot shoots the same amount of shots, at BS5, for 15 points less? Yeah, they have one less wound, but if the enemy shoots at them, 4 is just as likely to die as 3. Something to consider tactically is also to keep one of your Defender Guardian squads in reserve, while putting the Reapers inside the Serpent. They're safe inside and you have their firepower on the table straight from T1. Once the Guardians come on, you can just board them into the Serpent and business as usual from there. Same can work with the Falcon too, come to think about it.
   
Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

 Araenion wrote:
I've heard great things about DR, don't get me wrong. Have you considered that a unit of 3 with an Exarch with Fast Shot shoots the same amount of shots, at BS5, for 15 points less? Yeah, they have one less wound, but if the enemy shoots at them, 4 is just as likely to die as 3.


I'll try this out...see if losing the wound and a S5 shot is worth the 15 points...wouldn't have come up with that myself though.

Come play games in West Michigan at https://www.facebook.com/tcpgrwarroom 
   
Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

I have another question.

We all know that My serpents follow the "standard" for loadout, I was wondering if there were any other configurations that you guys might think have a place in my army.

Come play games in West Michigan at https://www.facebook.com/tcpgrwarroom 
   
Made in hr
Screaming Shining Spear






If you wanted to keep them cheap, I suppose you could just take underslung shuriken cannon and call it a day. That's 125 points for a short range gunboat with 6 S 6 AP5 shots that is very hard to kill. If you were going for an aggresive playstyle, that'd fit in.
   
Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

 Araenion wrote:
If you wanted to keep them cheap, I suppose you could just take underslung shuriken cannon and call it a day. That's 125 points for a short range gunboat with 6 S 6 AP5 shots that is very hard to kill. If you were going for an aggresive playstyle, that'd fit in.


Was contemplating that for my Storms actually, wasn't sure if getting another brightlance or a starcannon would be a good buy...I often face riptides, broadsides, and centurions.

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Made in us
Longtime Dakkanaut




United States of America

Well, never tried anything other then SL or BL on my serpents, mainly because my meta is heavy AV and FMC, but I think in the end the SL will always pull their points worth, unless you fight against LRs then take BLs.

11k+
4k
7k
3k 
   
Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

 Arbiter wrote:
Well, never tried anything other then SL or BL on my serpents, mainly because my meta is heavy AV and FMC, but I think in the end the SL will always pull their points worth, unless you fight against LRs then take BLs.


I'm consistently fighting things like av13 necrons/monolith, grav centurions, broadsides, riptides, a wraithknight, da bikers, and little imperial guard chimera spam every now and again.

I've never tried anything besides the Scatter, and I am looking to get at least one of my serpents out of the box...

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