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Made in ca
Regular Dakkanaut





Hey guys, this is the ulthwe themed list I want to build up towards using the iyanden rules. The guardians are there to stay although I'd consider dropping one unit for wraithguard with d-scythes

2x farseer: jetbikes, singing spears, 1x wraithforge stone - 270pts
2x warlocks: jetbikes, singing spears -110pts

2x 3 windrider jetbikes: shuriken cannon - 122pts

2x 11 guardians: shuriken cannon, waveserpent (TL SL, SC, Holofields) - 518pts

6 warp spiders - 114pts

Crimson hunter/wraithlord with bright lances - 160pts (will probably depend on opponent)

3x warwalkers: 3x scatter laser, 3x starcannon 3x ghostwalk matrix, 1x holofield - 255pts

Wraithknight: suncannon + scatter laser - 300pts


This is a bit different to the list I've been running. Having no d-scythes and more of an emphasis on psykers. I'm considering spliting this army into two combined arms detachments. That way I can split up the warwalkers if I want and I can have the warlocks know conceal instead of voice of twilight. What do you guys think?

   
Made in us
Devastating Dark Reaper




So I don't think you can put holofields on war walkers, nor do I think ghost walk matters on walkers. Given you load out you seem pretty low on anti armor shooting so Id swap the walkers to dual bright lances.
Take the points from those changes (45) and shave the guardian squads down to 10's to pick up an extra bike warlock.


Automatically Appended Next Post:
You could also use those shaved points for a spider exarch with spinneret rifle and fast shot or maybe shave a few more to work in an aegis defense line fortification with a skyfire/interceptor gun. Then you can park a guardian squad in it that bubble screens your jet seer group if you go second or drop your Anti vehicle war walkers in it if you go first where they can step out of cover for shooting LOS and then battle focus back into 4+ cover saves. Tbh if one went that route maybe a second group of walkers; at 4++ cover/5++ if cover is ignored war walkers become an even better value.

This message was edited 1 time. Last update was at 2014/09/22 21:41:12


 
   
Made in ca
Regular Dakkanaut





Well I was going to assign a warlock and farseer to each jetbike squad and not go for the seer council, so there's not much I could do with a third warlock. Also with the warwalkers jumping in and out of cover I would have thought ghostwalk would be great since that's (depending on terrain) two dangerous terrain checks per turn. Also why wouldn't you be able to give warwalkers holofields?

And you are right though if there's any squad that need more points thrown into it it is the warp spiders. I would really like to have more in there.
   
Made in us
Devastating Dark Reaper




Rx8Speed wrote:
Well I was going to assign a warlock and farseer to each jetbike squad and not go for the seer council, so there's not much I could do with a third warlock. Also with the warwalkers jumping in and out of cover I would have thought ghostwalk would be great since that's (depending on terrain) two dangerous terrain checks per turn. Also why wouldn't you be able to give warwalkers holofields?

And you are right though if there's any squad that need more points thrown into it it is the warp spiders. I would really like to have more in there.


Cover dancing with Walkers (move as infantry) means you would rarely encounter dangerous terrain: the GWM is more meaningful on models that treat difficult terrain as dangerous (vehicles); your already fleet so your getting a reroll on the run die for battle focus. Run ignores difficult terrain, so I find it to be a redundant point sink. It's only place in an Eldar army is on skimmers.
I would much rather face an opponent who deploys their farseers/warlocks as you state you are than as one single unit take it as you wish as YMMV. The third warlock lets you roll for psychics and then assign warlocks to squads in any case, it raises the chances of geting optimal psychic powers that you want no matter how you choose to assign them.

I don't know why I think ww's cant have holofields, if you drop the GWM you can load them with dual BL's and holofields for the same 255 or stick with the MEQ/TEQ killer SL/SC.

   
Made in hr
Screaming Shining Spear






Star Engines. You really should try them on your walkers. That extra 3" run is amazing. GWM replaced with SE and you're good to go.
   
Made in ca
Regular Dakkanaut





 Araenion wrote:
Star Engines. You really should try them on your walkers. That extra 3" run is amazing. GWM replaced with SE and you're good to go.


ya? you have experience with this and it worked out for you? I wanted to try it but always drop them for something when making my army
   
Made in au
Yellin' Yoof on a Scooter




Just a quick response.

I don't think your jetbikes are set up well, it seems awkward, they are trying to do too much. 3 man + Warlock + farseer is too much. Naked 3 man for objectives, 6 for bodyguard etc. Just can't see them fulfilling a role well enough.

Only 2 Waveserpents/vehicles could be a problem (av10 doesn't really count) at 1850 as well.

I love warp spiders. War walkers are great too, but I use them naked.

Can't comment on Wraithknight/Crimson hunter.

Eldar master race checking in 
   
Made in us
Rampaging Carnifex





Fredericksburg, Virginia

Rx8Speed wrote:
Well I was going to assign a warlock and farseer to each jetbike squad and not go for the seer council, so there's not much I could do with a third warlock. Also with the warwalkers jumping in and out of cover I would have thought ghostwalk would be great since that's (depending on terrain) two dangerous terrain checks per turn. Also why wouldn't you be able to give warwalkers holofields?

And you are right though if there's any squad that need more points thrown into it it is the warp spiders. I would really like to have more in there.


All Walkers come standard with 'Move Through Cover' which auto-passes all Dangerous Terrain Tests and allows you to roll 3 dice and pick the highest when moving thru difficult terrain. The only thing Ghost Walk gains you is allowing you to move the max 6" per turn instead of rolling 3d6 and picking the highest (you still only roll 1d6 when running). IMO that isn't worth the points on a walker.

I might consider putting one on a wave serpent with more aggressive units in it (like fire dragons or wraithguard) so you can freely deploy them in terrain without immobilizing your skimmer due to landing in terrain. But you're not using an aggressive skimmer so still not worth the points there either. Star Engines on walkers is something I haven't thought of but makes sense if you have the points. With Fleet that pretty much guarantees your walkers will be able to reach safety after shooting.

This message was edited 2 times. Last update was at 2014/09/24 13:03:22


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Made in ca
Regular Dakkanaut





Zimko wrote:

All Walkers come standard with 'Move Through Cover'


I believe this is false. It says right in the rule book any walker taking dangerous terrain tests can immobilize themselves
   
Made in us
Rampaging Carnifex





Fredericksburg, Virginia

Rx8Speed wrote:
Zimko wrote:

All Walkers come standard with 'Move Through Cover'


I believe this is false. It says right in the rule book any walker taking dangerous terrain tests can immobilize themselves


Sorry, I must be mixing up the rules with Super Heavy Walkers and regular Walkers. I'll have to check the rulebook later. Either way, it is true that most standard games (at least where I play) have no to very little dangerous terrain to worry about.

This message was edited 1 time. Last update was at 2014/09/24 13:14:53


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Made in us
Agile Revenant Titan






Austin, Texas.

I like it.

I do drugs.
Mostly Plastic Crack, but I do dabble in Cardboard Cocaine. 
   
 
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