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![[Post New]](/s/i/i.gif) 2014/03/19 23:34:06
Subject: The Top Ten Eldar Units - in order
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Dakka Veteran
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Just for fun and to open up debate: Here is my humble point of view - this is my point by point value bang to buck of EVERYTHING in the eldar army list (imho the top tier at the moment) and I rank mobility highly because mobility = choice = win. love to have a deep discussion over the finer elements. I appreciate that Eldar takes skill to get working, and that all units offer something. But you have to start somewhere.
10. Avatar
an odd one this, while tempted by the wraithknight he does make the top 10 .. just... mostly because if he gets in amongst it he is arguably the best one man wrecking ball in the game.. I have seen him tear up entire armies single handedly and he really is a wonder. Top tip: take fast shot and crushing blow. Shame he is only T6.
9. Wraithlord
everyone's favourite fearless wonder: these guys are great bright lance platforms (if expensive!) and, despite their points, always do well. Don't forget to use wraithsite if you have a seer: It's a nice touch. Tip: Don't leave them in the open on turn one. (They are not THAT good!). Their main disadvantage is they are a HW unit, and expensive-ish and slow. but if they get into close combat they are murderers.
8. Wraith guard
The normal vanilla ones. Since we don't get open topped transports you can't really use the others (sadly). Wraithguard have AP2 flamers. And you get 5. Need I say more? In a Wave Serpent of course. Better still if you take a spiritseer they are troops. Lovely. Oh and AV14 hates them too. There isn't much these guys won't seriously mess up if they get close. Shame no battle focus/fleet.
7. Vypers
Yes. And don't laugh. They carry two HW and they are Fast Attack and have jink. This alone is a reason to take them. Don't upgrade them other than to a shuiken canon and a Scatter Laser and you get 21 str 6 shots 9 of which are twin linked. And rend. If you use them with Wave Serpents they rarely get attention yet actually do quite a bit more damage than opponents realise. In offense basically 3 Wave Serpents that opted not to use their shield. Of course they are weak as hell but their strength is the ability to be str 6 blast machines that go hand in glove with wave serpent spam. Lovely.
6. Defender Guardians
If only because they are cheap, they survive in a serpent well and they hold objective while dishing out huge rending BS4 str4 badness. They can kill a lot of things if they are used right. Best served in packs. Better than most at getting their points back but they are squishy beyond belief. Top Tip: Wave serpent baby.
5. Mantle farseer+ maybe the council
to be honest the only reason why the entire council isn't on here at the top of the list is mainly that they are slightly unpredictable, and I don't personally like that when they are so expensive but the deer council is the best death star in the game so they are insane..But we are talking Eldar without allies here and the simple truth is that while farseers alone can win you so much more than playing without them, But you need luck and they are expensive. Tip: Best served as 2 farseers (mantle one, shard for the other) with a jetbike bodyguard of locks - or just one farseer with mantle and 3 plain jetbike guardians for wounds.
4. Jet Bikes
To be honest these guys could have been in any of the top 3 positions and in any other army list they would have been. They are fantastic as a teeny tiny squad that can claim objectives and hide until the end. A lot of people simply take them so they don't have to buy any real troops. People taking Eldar as Allies LOVE them. Their main disadvantage is that while they are best in tiny squads, (without doing small squads they are physically too big and get physically exposed) they easily run away if shot once, and are actually less mobile that warp spiders and have very limited (no real) offensive capability.
3. Vaul's Wrath Support Battery
Tricky this one, and another surprise. In the end it has to go to Support Weapons. Not the Distortion one either: Almost always overlooked they are ridiculously cheap (effectively 12 points for a BS4 str 7 gun or a barrage delight) their guardian crew alone are 18 points. Let alone the gun. Tip: take 2 squads maxed out in lower point games. Their main (only?) disadvantage is their use of a HW slot but Eldar are spoilt for choice with Wave Serpent/Fast attack upgrade choices that can can MASSIVELY mitigate this. Expect these guys to be alive at the end of the game.
2. Wave Serpent.
Possibly an automatic shoe in for the number 1 slot - perhaps odd that the wave serpent didn't make it because they are at once the best tank AND best vehicle AND best transport in the game. They also take no force org slot. An army that uses these with 5x dire avengers and almost nothing else will probably win. HoloFields Scatter Laser ShuiCanon you know the drill.
1. Warp Spiders.
Hands down easily the best infantry unit in the game of 40k. No argument - basically every man has an assault 2 short ranged shruiken canon that can rend, pop hordes, termies, smurfs, low armour, medium armour, even fliers - AND insta kill T3.. and while they do it these guys hop across whole boards, avoid retaliation, literally have no role they cannot full fill other than AV14 busting and they can avoid their only counter: melee. Tip- Take 2 squads of 8-10 no Exarch and 2D6 every time. No need to deep strike. Nothing in the game makes sure like 10 of these guys. ...at number one If only because they are also srt 6/7 probably a little more survivable than wave serpents (which should always shoot their shield) with their multi wounds and 3+, and they move after shooting... Ask yourself: seriously what else could GW have done to make them better
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This message was edited 3 times. Last update was at 2014/03/19 23:44:48
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![[Post New]](/s/i/i.gif) 2014/03/20 00:21:03
Subject: The Top Ten Eldar Units - in order
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Agile Revenant Titan
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Umm wheres the wraithknights?
And war walkers?
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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) 2014/03/20 00:22:41
Subject: Re:The Top Ten Eldar Units - in order
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Vlad_the_Rotten
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Ya...Where?
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Maelstrom's Edge! |
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![[Post New]](/s/i/i.gif) 2014/03/20 03:04:58
Subject: The Top Ten Eldar Units - in order
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Monstrous Master Moulder
Space Cowboy Cruising Around Olympus Mons
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War walkers need to be in there and same with wraithknight. I think it is to hard for me to put them in order.....but I would probably bump out Vypers and the Support Battery for War Walkers and the Wraithknight.
Ordering them is to hard though haha
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![[Post New]](/s/i/i.gif) 2014/03/20 03:46:02
Subject: The Top Ten Eldar Units - in order
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Infiltrating Broodlord
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Ummmm warp spiders only have 1 wound each.
I didnt realize Vypers could change out their shuriken catapult for a shuriken cannon. I may try that As I have 6 of them. I also have 7 Heavy Weapon platforms and never really considered using them as a HS. I may have to do some experimenting with what i have.
I like the wraithknight but its pretty damn expensive for only 2 shots. (although it does work as a very good bullet magnet)
War walkers are decent but lack the mobility of a Vyper. I would take Dark reapers over war walkers.
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![[Post New]](/s/i/i.gif) 2014/03/20 03:55:05
Subject: The Top Ten Eldar Units - in order
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Furious Fire Dragon
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I think it is almost impossible to build a top ten list of Eldar units because the armies big strength is the way units work together. If I take nothing but wave serpents, anyone running any assault termies will destroy my army. But if I bring the Wave Serpents and add some fire prisms and a wraithknight, it gets ridiculous. It is doable to list the worst units, and in that situation I'm looking at Falcons, Storm Guardians, Banshees, and debatably Swooping Hawks.
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![[Post New]](/s/i/i.gif) 2014/03/20 06:08:22
Subject: The Top Ten Eldar Units - in order
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Infiltrating Broodlord
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1: Wave Serpents (The king needs no introduction)
2: Farseers on Jetbikes (Council, Buffing, MotLG. The list goes on)
3: Hornets (x4 S8 AP2 48" with a 4+ cover save all for 90 Points)
4: Wraithknights (Mobile S10 T8 with 2 nasty guns)
5: Windrider Jetbikes (48" Turbo onto objectives)
6: Warlocks on Jetbikes (Council, Flesh & Armourbane)
7: Warpspiders (OP summed these up nicely)
8: Warwalkers (The JSJ on these is pretty nasty)
9: Guardians / Dire Avengers (Pseudo Rending, BS4, relativley cheap, can take Waveserpents as Dedicated Transports)
10: Crimson Hunters (Some of the best AA in the game for their cost)
11: (If Hornets don't count) Vypers
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![[Post New]](/s/i/i.gif) 2014/03/20 13:32:05
Subject: The Top Ten Eldar Units - in order
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Dakka Veteran
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Thats true but if you take 10 then you have 10 wounds. Compare that to a Wave Serpent, which is in trouble with 1 or 2 penetrating hits. A single wave serpent is definately more fragile than 10 warp spiders and the warp spiders do substancially more str6/7 shots. Even though more things can shoot warp spiders they are fairly tough and can usually bounce 2D6+6 in and 3D6 away (1D6 of the latter, which is rerollable)I appreciate this is bubble logic, but even if you take massed wave serpents or massed warp spiders you still create more havoc with warp spiders unless there really isn't any LOS blocking cover. Now they don't cost exactly the same but with 5x DireAvengers a wave serpent is more expensive and a wave serp with 5 bodies in it shooting str4 is no comparison to 10 warp spiders.
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![[Post New]](/s/i/i.gif) 2014/03/20 13:37:51
Subject: The Top Ten Eldar Units - in order
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Potent Possessed Daemonvessel
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1.) Seer Council- Hands down can win games by itself
2.) Wave Serpents- everyone knows this.
3.)Warp Spiders- good all around choice
4.) Swooping Hawks- great for killing weak troops, and contesting late game
5.) Jetbikes- see swooping hawks
6.) Wraith Knights - hard to deal with for many all around good unit.
7.)Farseers/Eldrad
8.)War Walkers
9.)Wraith Guard
10.) Guardians/DA
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![[Post New]](/s/i/i.gif) 2014/03/20 13:39:43
Subject: The Top Ten Eldar Units - in order
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Dakka Veteran
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I thought long and hard about war walkers. In a sense they are amazing ESPECIALLY if you take (for me essential) star engines. But then if you have LOS backline cover and assuming you want to shell out the points for the star engines you really need to take just 2 for them to pop attack which is a physical constraint which come apparent when you play them move / shoot / battlefocus back. In the end a squad of 2 which is very very good for the points is sadly a waste of HS.. there is a lot of iffs and butts with that but as a person who has 5 war walkers and who uses them a lot I can see while they are good when battle focus hide is used (their optimum) squads of 3 means invariably one never gets to shoot. Mind you with star engines they are faster than vypers (really) and they are scout so it was a big tumble of contradictions leaving them out was more a feeling than a hard omission
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This message was edited 1 time. Last update was at 2014/03/20 14:11:54
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![[Post New]](/s/i/i.gif) 2014/03/20 13:46:30
Subject: Re:The Top Ten Eldar Units - in order
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Brainy Zoanthrope
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That's a tricky one, order may get a little fuzzy outside top 3.
1. Wave Serpent - I don't think more needs to be said after all the threads on this forum alone.
2. Jetseer Council - High mobility, durability passable damage output. A powerful unit though the lack of damage output against more elite units can hurt them.
3. Wraithknight - The Titan wannabe himself. He has good mobility for a unit with his durability and hitting power but a price tag to match.
4. Windrider Jetbikes - Great scoring unit though I feel they have more strength used in larger squads as a combat force rather than pure objective grabber.
5. Warp Spiders - Another fast, hard hitting unit. Lots of competition in the Fast slots keeps them from going higher.
6. Hornet - FW have undercosted the Pulse Laser on these letting them really hammer out S8 AP2 death at discount prices.
7. War Walkers - JSJ almost with great firepower and very reasonable points costs.
8. Crimson Hunter - Great AA, very flimsy if outnumbered by enemy fliers but very handy and cool looking unit.
9. Fire Prism - A very versatile tank that can engage all manner of targets while keeping itself safe from harm with it's mobility.
10. Dire Avengers - Not bad troopers who make the list through their ability to buy Serpents after only a 65pt outlay with range, armour and Ld that puts them above Guardians.
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![[Post New]](/s/i/i.gif) 2014/03/20 15:58:45
Subject: The Top Ten Eldar Units - in order
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Dakka Veteran
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danny1995 wrote: If I take nothing but wave serpents, anyone running any assault termies will destroy my army.
Not sure i'd agree with this anlysis : One wave serpent? on its own? Yes. 3 or 4 in a pack? No. Sacrifice one, the rest go flat out somewhere spin round and the burn the termies to pieces.. just miss a go
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![[Post New]](/s/i/i.gif) 2014/03/20 16:10:47
Subject: The Top Ten Eldar Units - in order
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Potent Possessed Daemonvessel
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I'd agree with that not sure how the assault termies are catching the wave serpents. Automatically Appended Next Post: danny1995 wrote:I think it is almost impossible to build a top ten list of Eldar units because the armies big strength is the way units work together. If I take nothing but wave serpents, anyone running any assault termies will destroy my army. But if I bring the Wave Serpents and add some fire prisms and a wraithknight, it gets ridiculous. It is doable to list the worst units, and in that situation I'm looking at Falcons, Storm Guardians, Banshees, and debatably Swooping Hawks.
Also Swooping Hawks are one of the best units in the book far from the worst unit. Look at many of the top eldar builds and you will see swooping hawks.
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This message was edited 1 time. Last update was at 2014/03/20 16:12:00
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![[Post New]](/s/i/i.gif) 2014/03/20 16:22:39
Subject: Re:The Top Ten Eldar Units - in order
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Lone Wolf Sentinel Pilot
PA Unitied States
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My preferences
1: Wave Serpents
2: Farseers on Jetbikes
3: Warpspiders
4: Guardians / Dire Avengers
5: WraithGuard with D-flamers
6: Dark Reapers...Reaper Rangefinder and ability to take all STR 8 weapons when guided I has awesome AA potential.
7: Windrider Jetbikes
8: Warwalkers
9: Crimson Hunters
10: Vauls wrath weapon battery
WraithKnight ....I'm not that impressed. When your opponent is also eldar or tau this thing dies fast.
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22 yrs in the hobby
:Eldar: 10K+ pts, 2500 pts
1850 pts
Vampire Counts 4000+ |
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![[Post New]](/s/i/i.gif) 2014/03/20 16:23:46
Subject: The Top Ten Eldar Units - in order
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Prophetic Blood Angel Librarian
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Spiders and serps are definitely 1 & 2 (joint I would say). Wraithknight in the list instead of wraithlord.
I would also say maybe dire avengers before guardians simply because you need only 5 to unlock the wave serpent and they will score as well as guardians late game. The extra range to definitely stay out of assault is nice too.
Crimson hunter in place of Avatar, because it destroys things as soon as it turns up.
I wouldn't put walkers in there simply because with a furioso with my BA (pod, melta, frag cannon and magna grapple) and with anni barges with my crons, I have the perfect counter. Against other armies they would make it though.
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![[Post New]](/s/i/i.gif) 2014/03/20 18:42:41
Subject: The Top Ten Eldar Units - in order
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Infiltrating Broodlord
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ConanMan wrote:
I thought long and hard about war walkers. In a sense they are amazing ESPECIALLY if you take (for me essential) star engines. But then if you have LOS backline cover and assuming you want to shell out the points for the star engines you really need to take just 2 for them to pop attack which is a physical constraint which come apparent when you play them move / shoot / battlefocus back. In the end a squad of 2 which is very very good for the points is sadly a waste of HS.. there is a lot of iffs and butts with that but as a person who has 5 war walkers and who uses them a lot I can see while they are good when battle focus hide is used (their optimum) squads of 3 means invariably one never gets to shoot. Mind you with star engines they are faster than vypers (really) and they are scout so it was a big tumble of contradictions leaving them out was more a feeling than a hard omission
With star engines a war walker is NOT faster than a vyper. Vyper is going to move 12" every turn no matter what, and can turbo boost to get away from an enemy if needed. A war walker can be chased down. The war walker can be faster but other times it will be slower. You have a chance to be faster if the vyper doesnt turbo boots. Vyoers also get a Jink save that war walkers dont get and I'd rather have a 4+ jink save (3+ on a turbo boost) then a 5+ invuln. The only thing it really has going for it that i would say is viable is that it costs 10 points less than a Vyper with a scatter laser + Shuri Cannon + Holo Fields.
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![[Post New]](/s/i/i.gif) 2014/03/21 05:38:16
Subject: Re:The Top Ten Eldar Units - in order
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War Walker Pilot with Withering Fire
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Not sure where the OP was getting his ideas from... wraithlords? No mention of wraithknights, swooping hawks?
1. Farseer - Best support unit in the game. Rerolling stuff is ALWAYS better. w/ Jetbike for T4, with mantle if you're spamming serpents. Best HQ in the game IMO.
2. Warlock Council - Seer-star ftw.
3. Wave Serpents - SL, SC, Holofield. 145 points every time.
4. Wraithknight - S10 is boss
5. Swooping Hawks - A fantastic multi-tool, I love them and have a blast annoying my opponents with them.
6. Jetbikes - 3 man units win games, and i'm toying with 6 man units to actual impact the midgame
7. Warp Spiders
8. Dire Avengers - I've only recently switched from Guardians to Avengers in my serpent spam list. Ld9, 18'' range, 4+ armour really make a difference to guardians.
9. EldRAD - ML4, with all the warp charges you need. His redeployment and guaranteed Warlord trait are awesome buffs. If you're playing a gunline Eldar list, you should take him.
10. Dark Reapers - I don't use them much, as they can get so pricey for something so fragile. Great shooting, and fantastic counter to bikers, serpents and anything MEQ.
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8,000 pts and counting
1,000 points, now painting. |
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