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Made in us
Dakka Veteran




Bay Area

Ok here is my take, let me know how screwed i am!!

HQ

4x spirit Seers
notes - They all roll telepathy want shroud or invisibility

2x jetbike spear wielding warlocks and 2x walking spear wielding warlocks
notes - jetbikes go with jetbikes, the footlocks go with vaul support batteries


TROOPS

5x wraithguard
5x wraithguard
6x windrider bikers with 2x shurk cannons
6x windrider bikers with 2x shurk cannons

FAST

Hemlock wraith fighter
Hemlock wraith fighter

HEAVY

3x vaul support battery (shadow weavers)
3x vaul support battery (vibro cannons)
Wraith Knight


   
Made in gb
Fresh-Faced New User





I would include wave serpents instead of 1 of the hemlock wraith fighters . And wraith lords instead of support batterys then you could transport the wraith guard and also sit on objectives with the lords. Thats what I think but im quite new to the game. Depends what you want to do with each individual unit
   
Made in us
Longtime Dakkanaut




United States of America

Interesting list... I cannot comment because I have never used the hemlock before, ideas? The list on a whole isn't very focused, maybe combine the WG unit, and drop 2 spiritseers and take a farseer and some other stuff?

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Made in us
Dakka Veteran




Bay Area

 Arbiter wrote:
Interesting list... I cannot comment because I have never used the hemlock before, ideas? The list on a whole isn't very focused, maybe combine the WG unit, and drop 2 spiritseers and take a farseer and some other stuff?


The hemlocks has seen some awesome buffs in 7th and it was always my favorite unit eldar have ever gotten next to 5th edition shining spears.

Buffs it got

Movement then psychic phase so it can come on the board and use terrify.

It gained psychic shrieks so in the psychic phase up to 18" it can attack which means even if it has to junk it can still attack with no penalties.

The buff to vehicles in General makes it more resilient.

Works well with warlocks if they get embolden

Warlocks also now cast in the psychic phase so they can move and then cast where malefactions and blessings use to be before movement.

What is a lack if focus?

I plan to use psychic powers and d weapons to murder people, protecting my own with invis, shroud, or conceal!

   
Made in us
Longtime Dakkanaut




United States of America

As for the lack of focus, your WG are slow, and your bikes are fast, you have no AA other then snap shooting. your only AT is from vibro unit (without guide your shooting at S8 Ap3 on average) and the WK in CC. Your only anti infantry is the hemlocks (who are good at it) and the bikes within 12" (again good at it).

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Made in us
Dakka Veteran




Bay Area

 Arbiter wrote:
As for the lack of focus, your WG are slow, and your bikes are fast, you have no AA other then snap shooting. your only AT is from vibro unit (without guide your shooting at S8 Ap3 on average) and the WK in CC. Your only anti infantry is the hemlocks (who are good at it) and the bikes within 12" (again good at it).


wraithguard speed - Speed is relative based on what you plan to do with it, you have takers and holders. The wraith guard with seers are holders and they dare to to come for them while the do slowly advance across the board taking objectives that need to be cracked, I could have two of the seers potentially get th battlefocus spell for the wriathguard if I need speed. Even at 6" a turn if they are deployed 12" up its 2-3 turns to get to enemies deployment zone if they march 6" a turn (doesnt even take into account running)

Flier issues - flying monsterous creatures are ale to be owned with psychic shriek, but you do have a point about vehiclel fliers but the plan is to ignore them, if I have invisibility and shroad I will wether the shots while I kill the rest, but I may need to modify this when I face some necron fliers and see how it goes.

Anti tank - vibro cannons, d-weapons from 10x wraith guard and 4x big s-cannons from hemlcocks and the wraith cannons from the knight not to mention singing spears (think that isnt enough? what do you suggest? a crimson hunter for anti air and anti vehicle?

Anti infantry (horde and heavy armor) - 6x psychic shriek, 3x vibro cannons, 3x shadow weavers, 2x hemlock big d cannons, terrify, and the bikers as you mentioned.



This message was edited 1 time. Last update was at 2014/06/02 06:05:24


   
Made in us
Longtime Dakkanaut




United States of America

Well a few things,

WG are still slow but if that's ok then no problem.

FMC are hit on 6s even by psychic shriek, and ignoring flyers isn't a great idea.

Your AT is mostly from vibros and in CC, your HWC doesn't have enough shooting alone to kill tanks. SS are short ranged.


Automatically Appended Next Post:
The WG cannons are short ranged as well, chances are they won't be effective till turn 3+. Your anti infantry is good. I would recommend turning 1 hemlock into a CH exarch though, it would kill 1 flyer per turn.

This message was edited 1 time. Last update was at 2014/06/02 13:07:45


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Made in us
Dakka Veteran




Bay Area

Arbiter,


I made some changes and I played a game today that I won!!

was 1750 not 1850 and we tried the new mealstrom tactical objectives

Farseer, bike, gem of 1 less warpcharge
2x spirit seers
6x warlocks on bikes, 2 with spears


5x wraithblades (seers ride with them)
1x serpent with holo fields, scatter laser, cannons

3x bikers cannons
3x bikers cannons
3x bikers cannons
3x bikers cannons

3x shining spears, exarch, hit and run - took out a vaul battery for these guys for some counter melee charging
1x hemlock wraith fighter

3x vaul vibro cannons
1x wraith knight


Faced a adeptas soritas army

celestine
cannoness

10x sister troopers in rhinos (flamers and melta i think)
10x sister troopers in rhinos (flamers and melta i think)

5x celesial guard in immolator with multi melta
5x celesial guard in immolator with multi melta

Unit of 10 jum pack girls

2x exorcist
1x avenger strike fighter

Comments - the exorcist, avenger and multi melta immolators were mauling my wraith knight, I also failed two spell attempt to heal him....and he went down in the third having only dropped 1 exorcist, i should have got him into melee but i didnt....stupid....

the avenger was a pain in my butt, I didnt even wound it and my serpent was firing on it every turn with everything it had...

Things that went well

I went second, and I got a tactical card that scored me d3 points by being in enemy deployment zone with 3 units. End of game I turbo boosted 3 biker uits rolled a 5, and this also net me line breaker for 4 vps (i won by 2)
speed was amazing!!! everything was so fast!
I got invisibility on my farseer and 1 spiritseer, my opponent declared invis broken, especially when the seers and warlocks had protect as well, imagine his complaints if I had fortune as well....
the wraith blades were dead hard, I also enjoyed using psychic shriek from the comfort of my serpent until I had them come out and start eating units.
psychic powers were awesome I threw 5 dice at my invisibility spells each on both units though meaning I typically had very little for everything else, my priorities were - invis, heal spell, psychic shriek, protect...I barely ever got to use my other warlock/psyker powers....opponent did NOT like invis...
hemlock was good until the avenger gunned him down once he was done with my wraith knight...




This message was edited 1 time. Last update was at 2014/06/04 06:37:01


   
 
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