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Made in jp
Fate-Controlling Farseer





Fort Campbell

HQ:

Farseer: Fortune, Guide, Spirit Stone, Runes of Witnessing, Singing Spear

[b]

Elites:

Striking Scorpions(6): Exarch: Scorpions Claw, Crushing Blow, Stealth

[b]

Troops:

Dire Avengers(10): Exarch

Guardian Squad(5) Starcannon Platform

Guardian Squad(5) Starcannon Platform

[b]Fast Attack:

Swooping Hawks(7): Exarch: Web of Skulls, Shuriken Pistol, Bounding Leap, Sustained Assault

Heavy Support

Wraithlord: Bright Lance, Shuriken Catapult, Flamer

Falcon: Bright Lance, Shuriken Cannon, Holo-Fields, Spirit Stones, Star Engines

 

Plan is to have the Farseer run with the Dire Avengers, giving them some survivability, with his psychic powers, and with the singing spear, he should be able to cut open a tank or dread that comes their way.  Guardian squads...  well, self explanitory.  Sit back and shoot.  Swooping hawks are really just a delivery system for the exarch.  Everytime I've used them, they've ended up in CC, so I wanted to make sure they took some people with them.  Maybe their shooting will as well.  Heavy Support...  well, simple enough as well.  All in all, I think i've got a good mix of shooty, and CC.  For a 1250 list, there is definetely enough anti-armor, and with 3 strong CC elements, and plenty of shooting it should handle well enough.  Any suggestions?

[/b][/b][/b]

Full Frontal Nerdity 
   
Made in us
Clousseau





Wilmington DE

1. Even numbers
2. Warlocks w/Conceal or embolden on the Guardians
3. Dire Avengers are NOT an optimal idea.
3a. If you want The farseer up close, put him in the falcon with some ez-bake guardians or Fire Dragons. Otherwise, lose the SS and either give him a retinue of warlocks for extra protection and/or keep him near some of the guardians to put fortune/guide on them.
4. Buy yourself some vypers with the left over points; even cheapies will get you further.
5. If you're going to go with scorps, bump up their numbers. 6 will just get shot to pieces, or spend the whole game hiding. 8 can still hide, but also hold their own in a counter-assault situation.
6. Drop bright lance from Falcon and give it a cheap str.6 weapon, so it can fire all its guns on the move. And swap out those engines for a Crystal Targeting matrix.

Guinness: for those who are men of the cloth and football fans, but not necessarily in that order.

I think the lesson here is the best way to enjoy GW's games is to not use any of their rules.--Crimson Devil 
   
Made in us
Executing Exarch





Los Angeles

The list does in fact need some work. The first thing is your farseer. Farseer = base 40 poitns. Spirit stones = 40 points. So by some mathematical property whos precise name I've forgotten, spirit stones = Farseer. So do yourself a favor and instead of taking a farseer with spirit stones and two powers, just take 2 farseers with one power each. You get 3 extra wounds in the process. I, myself, personally like witchblades more than singing spears. Singing spears are two handed so you only get 1 attack in hand to hand as opposed to 2 with a witch blade and a pistol. If you take one farseer with fortune, a witch blade, runes of witnessing, and a pistol and then another farseer with guide, a pistol, a close combat weapon, and runes of witnessing it should come out to about the same price as your current farseer setup... maybe 10 points more.

6 scorpions aren’t going to do you much good. You really want to bump the squad up to 8 if you want them to be effective. I don't think any hand to hand based squad should ever number fewer than 8. You will almost always take some casualties on the way in and if you do that with only 6 guys, you won't be able to pack the punch necessary to win in hand to hand.

Dire Avengers suck. Plain and simple. Guardians do everything dire avengers do (like suck and die) only cheaper.  Guardians also have the option of getting heavy weapons so they can fight from range and do less of both (sucking and dieing).

Guardians: I would suggest going up to 6 men each in these squads, but otherwise they look good.

Swooping hawks are another unit that's just bad, but the exarch can do some decent damage in hand to hand (as you seem to have planed). I would drop down to a squad of 6 (or maybe 5) and use the points to bolster other parts of your army (like the scorpions or guardians... 1 hawk costs almost as much 3 guardians)

The dreadnaught looks good.

I would recommend dropping the bright lance from the falcon. The reason being that if you move over 6 inches to get the "always glancing", you can only fire one main weapon. This means you have to chose between the bright lance and the puls-laser. Not fireing half your weapons in any given turn is unacceptable as far as I'm concerned. So ditch the bright lance and pick up a star cannon. If you have the points around, you may also want to upgrade the under slung catapults to a shuriken cannon (which you can also fire with all the other weapons so long as you don't move over 12" . If you find you make a lot of use of the star engines, keep them. I however have found them to be of limited use so if you can spend the points else where, I would recommend that you do so.

**** Phoenix ****

Threads should be like skirts: long enough to cover what's important but short enough to keep it interesting. 
   
Made in jp
Fate-Controlling Farseer





Fort Campbell

Good idea's mostly, but I'm limited by one little thing. I don't have those models. Whats in that list is what I've got. 1 Farseer, 6 Scorpions, no vipers, so on and so on.

The Dire Avengers aren't the end all of end all's, I'll agree, so maybe I will swap them about for something else. Fire Dragons have been about the most useless thing i've used so far, so maybe I'll use some Dark Reapers in their place, and use the left over point to beef up the gaurdian squads a bit.

I'll take the Falcon suggestion though. I wasn't thinking about the movement thing when I picked the Bright Lance. The Starcannons will invariably become useful. In the 4 games I've played so far, my falcons have spent atleast 1 turn shaken, so that extra bit of movement will help get them set up for when they can shoot again.

So... dropping the Dire Avengers, I also dropped fortune off the Farseer, ditched the Spirit Stone, swapped the singing spear for a Witch Blade, and Pistol. Popping him in the falcon, so thats up to nine str6 or better shots a turn that are re-rollable. With the points I freed up, popped a warlock with conceal and witch blades into the gaurdian squads, and bumped up the numbers to 6 as well. I've got 13 points left over... taking the pistol off the farseer, and giving the squads one more guardian each.

Full Frontal Nerdity 
   
Made in jp
Fate-Controlling Farseer





Fort Campbell

Well with the changed list, I played 2 games. I destroyed a Black Templar army in a way that makes watching Mike Tyson fighting a 5 year old seem like an even match. Then I played against an Iron Warrior army. First game I ever forfeited... 2nd turn at that. Half my army dissapeared turn 1...

Full Frontal Nerdity 
   
Made in us
Battlewagon Driver with Charged Engine




Murfreesboro, TN

Don't be discouraged because of the IW loss; I had to play two pie-plates-and-plenty-of-them armies in a tournament over the weekend. Nothing to be done about them, except get first turn or pray for lots of scatter...

As a rule of thumb, the designers do not hide "easter eggs" in the rules. If clever reading is required to unlock some sort of hidden option, then it is most likely the result of wishful thinking.

But there's no sense crying over every mistake;
You just keep on trying till you run out of cake.

Member of the "No Retreat for Calgar" Club 
   
Made in jp
Fate-Controlling Farseer





Fort Campbell

Actually, I had a complete and total brainfart. The Black Templar army was really a Nurgle Marine army. He just usually plays Black Templar.

Thats the first game as Eldar that I've lost to the Iron Warrior guy, so I'm not too dissapointed. He just got lucky with all the terrain on his table end, and getting first turn. With him being allowed to penetrate the Falcon, the thing was done with. He rolled 2 pens, and a glance. Holofields did squat. He rolled the same # on both dice all 3 times. 2's, 3's, and 6's respectively.

Full Frontal Nerdity 
   
 
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