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Made in us
Deadly Dire Avenger





HQ:
Farseer: 105
Singing Spear

3x Warlock: 120
3x Singing Spear

Troops:

10x Dire Avenger: 130

10x Dire Avenger: 130

10x Rangers: 120

Fast attack:

5x Warp Spider: 95

Heavy Support:

Fire Prism: 125

Elite:

10x Striking Scorpion: 170

Total: 995

- 1300
- 1500 
   
Made in ca
Furious Fire Dragon




What are your warlocks supposed to do? A unit of three isn't much use and they have no unit they can join. That's 120 points wasted.
   
Made in us
Agile Revenant Titan






Austin, Texas.

Good, except for mentioned above. War locks can only join certain units. There not ICs.
Also split the rangers into 2 x5 man squads.

This message was edited 2 times. Last update was at 2014/04/05 00:12:32


I do drugs.
Mostly Plastic Crack, but I do dabble in Cardboard Cocaine. 
   
Made in us
Spawn of Chaos






I agree that you should drop the warlocks. I would use the freed up points to add a second farseer with a spear. Then you can put one farseer in each unit of dire avengers. That leaves you 15 points which can be easily spent to add holo fields to your fire prism.

I'm also going to disagree about splitting up the ranger unit. I think it's fine to field them as one unit.(Cuts down on the morale tests they'll have to take.)

Might also find a way to add a second ranged Anti tank weapon.
   
Made in us
Regular Dakkanaut





As with the above mentioned changes (I'm in the category of splitting the Rangers up. Actually getting rid of 5) I would spread the points out a bit and run something like this:

HQ: Farseer - S.Spear

Troop: 10x Dire Avengers

Troop: 10x Dire Avengers

Troop: 5x Rangers

Troop: 3x Jetbikes - S.Cannon

Elites: 6x Striking Scorpions - Exarch / Power Claw

Heavy Support: Fire Prism - Holo Fields

Heavy Support: War Walker - 2x Brightlances

Fast Attack: 8x Warp Spiders - Exarch

This list comes in right at 1000pts. In my opinion Holo Fields are a must have on any Eldar Grav Tank. The Striking Scorpions are good, but way better when you've got a power fist striking at In(6). Bumping the Warp Spiders up to at least 8 is the way to go, speed and fire power are what Eldar are all about(Admittedly the Exarch is for Fluff. It's always been my favorite model). The War Walker can scout/outflank with two BS4 Brightlances(Why not?). The jetbikes, while everyone is always saying "save them for late game objective runs", and have a good point they can also be great at harassing the enemies flanks, and with a three strength six shots are no slouch at taking out light tanks when exposed to the side/rear armor. It wouldn't be my first choice to run at a 1k, but it's got all the tools you'll need to deal with just about any situation. Plenty of short/mid range firepower for anti-infantry, a couple of anti-armor units, and a couple of scouting/infiltrating units to help direct the flow of the battle. Remember this is just my opinion and I hope this helps. Good luck.

This message was edited 1 time. Last update was at 2014/04/05 04:22:54


 
   
Made in us
Agile Revenant Titan






Austin, Texas.

bigbaboonass wrote:
As with the above mentioned changes (I'm in the category of splitting the Rangers up. Actually getting rid of 5) I would spread the points out a bit and run something like this:

HQ: Farseer - S.Spear

Troop: 10x Dire Avengers

Troop: 10x Dire Avengers

Troop: 5x Rangers

Troop: 3x Jetbikes - S.Cannon

Elites: 6x Striking Scorpions - Exarch / Power Claw

Heavy Support: Fire Prism - Holo Fields

Heavy Support: War Walker - 2x Brightlances

Fast Attack: 8x Warp Spiders - Exarch

This list comes in right at 1000pts. In my opinion Holo Fields are a must have on any Eldar Grav Tank. The Striking Scorpions are good, but way better when you've got a power fist striking at In(6). Bumping the Warp Spiders up to at least 8 is the way to go, speed and fire power are what Eldar are all about(Admittedly the Exarch is for Fluff. It's always been my favorite model). The War Walker can scout/outflank with two BS4 Brightlances(Why not?). Only bone to pick with you is here, I almost never outflank because thats at least one and maybe 2 turns where the war walkers wont be able to shoot. The jetbikes, while everyone is always saying "save them for late game objective runs", and have a good point they can also be great at harassing the enemies flanks, and with a three strength six shots are no slouch at taking out light tanks when exposed to the side/rear armor. It wouldn't be my first choice to run at a 1k, but it's got all the tools you'll need to deal with just about any situation. Plenty of short/mid range firepower for anti-infantry, a couple of anti-armor units, and a couple of scouting/infiltrating units to help direct the flow of the battle. Remember this is just my opinion and I hope this helps. Good luck.

I do drugs.
Mostly Plastic Crack, but I do dabble in Cardboard Cocaine. 
   
Made in us
Regular Dakkanaut





 ninjafiredragon wrote:
bigbaboonass wrote:
As with the above mentioned changes (I'm in the category of splitting the Rangers up. Actually getting rid of 5) I would spread the points out a bit and run something like this:

HQ: Farseer - S.Spear

Troop: 10x Dire Avengers

Troop: 10x Dire Avengers

Troop: 5x Rangers

Troop: 3x Jetbikes - S.Cannon

Elites: 6x Striking Scorpions - Exarch / Power Claw

Heavy Support: Fire Prism - Holo Fields

Heavy Support: War Walker - 2x Brightlances

Fast Attack: 8x Warp Spiders - Exarch

This list comes in right at 1000pts. In my opinion Holo Fields are a must have on any Eldar Grav Tank. The Striking Scorpions are good, but way better when you've got a power fist striking at In(6). Bumping the Warp Spiders up to at least 8 is the way to go, speed and fire power are what Eldar are all about(Admittedly the Exarch is for Fluff. It's always been my favorite model). The War Walker can scout/outflank with two BS4 Brightlances(Why not?). Only bone to pick with you is here, I almost never outflank because thats at least one and maybe 2 turns where the war walkers wont be able to shoot. The jetbikes, while everyone is always saying "save them for late game objective runs", and have a good point they can also be great at harassing the enemies flanks, and with a three strength six shots are no slouch at taking out light tanks when exposed to the side/rear armor. It wouldn't be my first choice to run at a 1k, but it's got all the tools you'll need to deal with just about any situation. Plenty of short/mid range firepower for anti-infantry, a couple of anti-armor units, and a couple of scouting/infiltrating units to help direct the flow of the battle. Remember this is just my opinion and I hope this helps. Good luck.


Just to clarify. I never said he "should" outflank just that I was an option. As you've pointed out it could be several turns before the War Walker shows up and speaking from experience there's nothing more frustrating than when you need the unit to come in and it seems you can only ever roll 1&2 for reserves. Sometimes however it's worth the risk just to keep your opponent honest. Anyway, have a blessed day and good luck at the tables.
   
Made in us
Wing Commander





The Burble

If you are taking scorpions definitely take an exarch with claw. He's amazing for the cost.

Abadabadoobaddon wrote:
Phoenix wrote:Well I don't think the battle company would do much to bolster the ranks of my eldar army so no.

Nonsense. The Battle Company box is perfect for filling out your ranks of aspect warriors with a large contingent from the Screaming Baldies shrine.

 
   
 
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