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Made in us
Dakka Veteran




Lexington, KY

Serious question.  The Tau I normally come up against are either crisis suit heavy or static, and the one mech Eldar player I know, well, he's prone to charging my tank hunting autocannon havocs with his falcons, so somehow I don't think I've experienced the list in its full glory.

Being the glutton for punishment I am, as soon as I see the light at the end of the tunnel for my drop pod Space Wolves, I'm already looking at a new army -- specifically something mechanised.

So, skimmers with vehicle upgrades that enhance survivability with troops in side.  What else makes these lists good?

Stop trolling us so Lowinor and I can go back to beating each other's faces in. -pretre 
   
Made in us
Dakka Veteran




the spire of angels

i do tank companies and points denial my tau list is as follows

tau

tau

HQ-

shas'o XV8 crisis suit with:iridium armour, stimulant injector, hard wired multitracker, frag projector, cyclic ion blaster, shield generator, -168 [b]

TROOP

1-6 fire warrior (red), vet sgt -bonded-75

Devilfish-disruption pod fletchet discharger, SMS, Multi-Tracker, Targeting Array, Decoy Launchers, Target Lock, seeker missle X2-160 points

2-6 fire warrior(blue), vet sgt -bonded-75

Devilfish-disruption pod fletchet discharger, SMS, Multi-Tracker, Targeting Array, Decoy Launchers, Target Lock, seeker missle X1-150 points

HEAVY SUPPORT

1-hammerhead-railgun, disruption pod, fletchet discharger, SMS, Multi-Tracker, Targeting Array, Decoy Launchers, Target Lock, -195 points

2-hammerhead-railgun, disruption pod, fletchet discharger, SMS, Multi-Tracker, Targeting Array, Decoy Launchers, Target Lock, -195 points

3-hammerhead-railgun, disruption pod, fletchet discharger, SMS, Multi-Tracker, Targeting Array, Decoy Launchers, Target Lock, -195 points

FAST ATTACK

1-4 pathfinders with pulse carbine, vet sgt bonded-63

Devilfish-disruption pod fletchet discharger, SMS, Multi-Tracker, Targeting Array, Decoy Launchers, Target Lock, seeker missle X1-150 points

2-4 pathfinders with pulse carbine, vet sgt bonded-63

Devilfish-disruption pod fletchet discharger, SMS, Multi-Tracker, Targeting Array, Decoy Launchers, Target Lock, seeker missle X1-150 points

3-4 pathfinders with pulse carbine, vet sgt bonded-63

Devilfish-disruption pod fletchet discharger, SMS, Multi-Tracker, Targeting Array, Decoy Launchers, Target Lock, seeker missle X1-150 points

points-1849

[/b]

-

 

i made up a similar eldar list with the new dex just to see what it would look like

HQ

farseer

eldritch storm. singing spear, rune of warding, rune of witness

TROOPS

1-5 man dire avengers

transport-wave serpet

twin-linked bright lance, shuriken cannon, spirit stone, vectored engines

2-5 man dire avengers

transport-wave serpet

twin-linked bright lance, shuriken cannon, spirit stone, vectored engines

3-5 man dire avengers

transport-wave serpet

twin-linked bright lance, shuriken cannon, spirit stone, vectored engines

4-5 man dire avengers

transport-wave serpet

twin-linked bright lance, shuriken cannon, spirit stone, vectored engines

5-5 man dire avengers

transport-wave serpet

twin-linked bright lance, shuriken cannon, spirit stone, vectored engines

6-5 man dire avengers

transport-wave serpet

twin-linked bright lance, shuriken cannon, spirit stone, vectored engines

HEAVY SUPPORT

1-falcon

scatter laser, shuriken cannon, halo field, spirit stone, vectored engine

2-falcon

scatter laser, shuriken cannon, halo field, spirit stone, vectored engine

3-falcon

scatter laser, shuriken cannon, halo field, spirit stone, vectored engine

points 1850

 

cheers

8)

 

 


"victory needs no explanation, defeat allows none" 
   
Made in us
Plastictrees






Salem, MA

Eldar:
-three or four grav tanks with *different* kinds of assault troops in them
-one or two grav tanks with dire avengers in them
-some bikes, a bikeseer, and a biketarch

A bunch of guys might jump on this thread and say that the grav tanks should have just fire dragons in them. To them I say that space marines don't get cover saves against power weapons.

"The complete or partial destruction of the enemy must be regarded as the sole object of all engagements.... Direct annihilation of the enemy's forces must always be the dominant consideration." Karl von Clausewitz 
   
Made in us
Regular Dakkanaut




Basically agree with Flavius. A strong Eldar list is based around:

1) Difficult to kill vehicles, esp. wave serpents for points denial.
2) Heavy firepower followed up by a rapid assault.
3) Quick flank denial.

As such, you're in good shape only at fairly high pts values.

For the assault portion, I'd say you should go with 1-2 squads of assault aspect warriors, depending on your preference and the holes elsewhere in your list, both full-size in a wave serpent. You haven't lived until you've seen the damage 9 assaulting Banshees, accompanied by a Doom-casting farseer, can do to your opponent's precious Terminator assault cannon squad.

For the heavy firepower, look no farther than the Fire Prism. Take one. No, take two. And then one Falcon for a small Snakes squad. The Prisms can make sure there are no big threats standing around nearby to countercharge your assault troops.

For the survivability, take two full size Avengers squads in Wave Serpents, with the annoyance-variant exarch (Shimmershield, Defend). They can grab objectives, forestall enemy moves, or support the assault aspect.

How do these tactical approaches sound to more experienced Eldar players?

-Adso
   
Made in ch
Regular Dakkanaut




Zürich

A strong Tau list ?

===HQ===
Shas'el @97pts: plasma, missile, array, multi-tracker.
Shas'el @97pts: plasma, missile, array, multi-tracker.

===ELITE===
2 XV8 @169pts: plasma, missile, multi-tracker. Teamleader w/ array, 2 Shield Drones.
2 XV8 @169pts: plasma, missile, multi-tracker. Teamleader w/ array, 2 Shield Drones.
2 XV8 @154pts: plasma, missile, multi-tracker. Teamleader w/ array, 1 Shield Drone, Blacksunfilter (pts left over).

===TROOPS===
6 Firewarriors @60pts: rifles.
10 Kroot @70pts:-.
10 Kroot @70pts:-.
10 Kroot @70pts:-.

===HS===
Hammerhead @180pts: railgun, SMS, multitracker, target lock, decoy launcher.
Hammerhead @180pts: railgun, SMS, multitracker, target lock, decoy launcher.
Hammerhead @180pts: railgun, SMS, multitracker, target lock, decoy launcher.

1499pts

Doesn't get much better than that.

-"Subtle is subjective, of course; in a finesseless game like 40K, anything that isn't a brick to the head is downright sneaky..." ->lord_sutekh 
   
Made in us
Longtime Dakkanaut



Brotherhood of Blood

Notice all lists have three Falcons or three Railheads with whatever else sprinkeled in for flavor. Can't go wrong with the 2 hardest units in the game as your mainstay.
   
Made in us
Unbalanced Fanatic





Minneapolis, MN

Man big skimmers really need a nerfing bad...uggh.   These lists are such a headache to play against.  It's just not possible to down that many skimmers when they have decoy launchers, holo-fields, spirit stones, etc.  I hope they change the auto-glance rules in the next rules change.  Skimmers with 12+ armour should only get the only glancing rule on a 4+.  These tanks are so much harder to deal with than a ground tank and don't cost appreciably more.

The 21st century will have a number of great cities. You’ll choose between cities of great population density and those that are like series of islands in the forest. - Bernard Tschumi 
   
Made in us
Dakka Veteran




Lexington, KY

So, 3x Falcons with toys or 3x Railheads with toys. Check.

Mephet'ran: Crisis instead of Stealth?

For Eldar, put 6 man elite squads in the Falcons, then fill the list out with DAs in Wave Serpents. Add Farseer to taste. Roughly correct?

Mughi: Why Pathfinders instead of FW?


Stop trolling us so Lowinor and I can go back to beating each other's faces in. -pretre 
   
Made in us
Longtime Dakkanaut



Brotherhood of Blood

I agree. What ever happend to the big bad Landraider with hardcore armor. Now I remember its over on the shelf collecting dust. It's just not worth giveing away the points. The Falcon on the other hand is golden. Oh, your going to shoot all your heavy weapons at my Falcons, go ahead I dare you. After my Falcon gets stunned I'll still deliver my cargo and shoot you up. What the missions recon and I have to get into your deployment zone on the last turn to secure a victory. Good thing my tanks can move 24'. Thanks for playing.
   
Made in ch
Regular Dakkanaut




Zürich

Yeah, Crisis are better, they hit harder against the units that are the most powerful: MEq of all shapes and sizes and vehicles. And they're better against the really hardcore lists out there: IW, Eldar, MEqs of all kinds, any vehicle based list, etc.

-"Subtle is subjective, of course; in a finesseless game like 40K, anything that isn't a brick to the head is downright sneaky..." ->lord_sutekh 
   
Made in us
Plastictrees






Salem, MA

Actually you don't need three falcons to do the job; two is plenty. In fact three falcons can be a disadvantage because it leashes you to 6-model assault squads, who sometimes have to deploy in escalation depending on the local house rules.

That's why I wrote "grav tanks" instead of specifying falcon/serpent. As long as you have at least one or two falcons and 4+ tanks total, the mix doesn't matter that much and the serpent's ability to carry big squads can be key.

"The complete or partial destruction of the enemy must be regarded as the sole object of all engagements.... Direct annihilation of the enemy's forces must always be the dominant consideration." Karl von Clausewitz 
   
Made in us
Fresh-Faced New User




Check out this link for a very effective Mech Eldar list and how to use it. Notice no expensive aspect warriors. Why bother buying assault troops when you can just overload your opponent with more vehicles?

http://www.dakkadakka.com/Forums/tabid/56/forumid/17/postid/114448/view/topic/Default.aspx
   
Made in us
Regular Dakkanaut




Indeed, all Falcons isn't neccessary or 100% desirable. In fact, Fire Prisms can also give you a lot of bang-for-buck. With all the other vehicles in your army, it suddenly becomes harder for your opponent to give that Prism target priority, letting it do a fair massive amount of damage. In a way, Wave Serpents make a better mount for everything except Snakes, since assault troops with T3 are always better in numbers (10 in a WS vs 6), but it only takes 3-4 hitting meltaguns to get the Snakes job done.

I would go with 4x Waveserpents, 2x Fire Prisms, 1x Falcon. Two serpents with DA squads, two with assaulty Aspect squads, and a squad of Dragons in the Falcon. HQ can be a Farseer riding with one of the Assault Aspects to give them an appropriate boost when needed.

One could also go for the mean-but-cheaper concept of 10-man Guardian Storm squads with a Spearlock instead of 10-man DA squads to fill your troops slots. They can still buy the Wave Serpent (I think....11 models?), and this approach might enable you to field 5-6 WS, one Falcon, and two Prisms using the concept above.

Don't really know enough about Tau to help out there. But it does surprise me that people would need a MechTau list when they have such mean long range staying power AND firepower, and such piss-poor close combat abilities.

-Adso
   
Made in us
Longtime Dakkanaut



Brotherhood of Blood

The problem with the prism is when you do get that one weapon destroyed result thier goes that fancy prism canon. It has less weapons to blow off and is thus easier to bring down than the falcon. Once you blow off the prism you can basically ignore it the rest of the game and go after more valuable point targets. The Falcon coming in at around the 200pt range is hard to ignore because it gives up and denies so many victory points.  (Plus the cargo inside)
   
Made in us
Regular Dakkanaut





The complaining about skimmers being vastly more powerful than there ground based counterparts is getting annoying.  The only reason that hammerheads/falcons are tougher is that there upgrades are far more powerful.

Be Joe Cool. 
   
Made in us
Dakka Veteran




Los Angeles, CA

No, the reason is that they are taken in groups. One falcon is easy to deal with.
6 skimmers, all moving fast, all with av12 are a pain to deal with. They can easily corner parts of armies and wipe them out. That is the basis for mech armies.

Marines can't do this because av11 rhinos simply dont have the same survivability or firepower that skimmers have. The chaos guys can have 4 av14 preds though. That is almost as hard to kill and puts out a scarry ammount of fire every turn (cant be stunned). That is why they are so popular in IW armies.
One isnt a problem but 6 is. Take lots of skimmers and the anti tank weapons cant keep up

Call me The Master of Strategy

Warhammer
Army Strategy
Unit Strategy 
   
Made in us
Longtime Dakkanaut



Brotherhood of Blood

The complaining about skimmers being vastly more powerful than there ground based counterparts is getting annoying. The only reason that hammerheads/falcons are tougher is that there upgrades are far more powerful.

Isn't there also a minor rule about skimmers moving over 6' can only be glanced. That may have a little something to do with it also or the fact that skimmers can only be hit in assault on sixes. Hmmm.
   
Made in us
Regular Dakkanaut





Im not seeing your point...those rules have all been around since 3rd edition...


Be Joe Cool. 
   
Made in us
Plastictrees






Salem, MA

Im not seeing your point...those rules have all been around since 3rd edition...


Yeah, this is actually a really good point. The two changes that made falcons with holofields from mediocre to excellent units were (1) the ability to fire defensive weapons on the move and (2) the swapping of "armament destroyed" and "immobilized" results on the glancing hit damage table. These changes have both been around since the start of 4th edition.

The new Eldar codex doesn't give falcons anything that different from before. The spirit stones are a mixed blessing because you give up the ability to ignore hits in exchange for many more shaken results, and vectored engines--an immobilized falcon doesn't survive very long anyway. Why the sudden alarmism now?

"The complete or partial destruction of the enemy must be regarded as the sole object of all engagements.... Direct annihilation of the enemy's forces must always be the dominant consideration." Karl von Clausewitz 
   
Made in ch
Regular Dakkanaut




Zürich

No idea what everyone is crying about. Mech Eldar has gotten weaker with the new dex. No more 50pt guardian units in serpents means one can no longer have 3 falcons and 4-5 serpents. And the starcannon being nerfed means that the falcons no longer put out d3+3 AP2 shots per turn.

-"Subtle is subjective, of course; in a finesseless game like 40K, anything that isn't a brick to the head is downright sneaky..." ->lord_sutekh 
   
Made in us
Longtime Dakkanaut





Posted By cypher on 12/15/2006 1:29 PM
Marines can't do this

 

And the true reason for the whining becomes apparent

   
Made in ch
Regular Dakkanaut




Zürich

Posted By skyth on 12/18/2006 9:16 AM
Posted By cypher on 12/15/2006 1:29 PM
Marines can't do this

 

And the true reason for the whining becomes apparent

/signed

-"Subtle is subjective, of course; in a finesseless game like 40K, anything that isn't a brick to the head is downright sneaky..." ->lord_sutekh 
   
Made in us
Dakka Veteran




Lexington, KY

Thanks for all of the responses, btw.

The Eldar list looks like more of what I want to play, at least -- more reliance upon the troops carried by the skimmers. The mech Tau lists presented so far either minimize the troop selection, or don't really push mechanised infantry, instead just relying on three railheads. Not that the Eldar lists don't rely heavily on the Falcons as tanks before transports, but they still can drop out some serious firepower or assault threat.

Stop trolling us so Lowinor and I can go back to beating each other's faces in. -pretre 
   
Made in ch
Regular Dakkanaut




Zürich

One can use Tau infantry quite heavily in skimmers: 12 Firewarriors @120pts in a Devilfish @120 w/ SMS, multi-tracker, array, decoy. 240pts pack quite a punch against anything weaker than MEq. Its just that most tournaments are 40-50% MEq, so we ditch the FWs in favour of something that kills MEq better: Fireknife Crisis.

You can very well paly with two such FW units of you want to, and with that you'll brutalise GEq infantry lists, but thats it really. Any vehicle and/or MEq list is better fought with Fireknife.

-"Subtle is subjective, of course; in a finesseless game like 40K, anything that isn't a brick to the head is downright sneaky..." ->lord_sutekh 
   
Made in us
Dakka Veteran




the spire of angels

A strong Tau list ?

Mephet'ran

if you want to go crisis heavy i can fit 19 in an 1850 list-2 6 man FW squads, an HQ fireknife with a shield generator multi tracker, stim injectors (IIRC)

9 bonded briadsides with stabalization system/ target lock, target aray, multi-tracker,  drone controller, and  2 shield drones on the upgraded team leader

9 bonded fireknifes with multi trackers/ target lock, target aray, drone controller, and  2 shield drones on the upgraded team leader


Man big skimmers really need a nerfing bad...uggh.   These lists are such a headache to play against.  It's just not possible to down that many skimmers when they have decoy launchers, holo-fields, spirit stones, etc.  I hope they change the auto-glance rules in the next rules change.  Skimmers with 12+ armour should only get the only glancing rule on a 4+.  These tanks are so much harder to deal with than a ground tank and don't cost appreciably more.

 

if they made the monlith a fast skimmer you would have a point. but it isn't the don't cost more because they are balanced out in other ways-an immobilized LR, russ or pred isn't immediately destroyed (without upgrades), they can use cover which a skimmer cannot., skimmers also have lighter armor. tau have less weapons and weaker weapons while eldar have crappy shooting when compared to MEQs

 

 

Mughi: Why Pathfinders instead of FW?

1.less overall points

2.when i made the list they and thier fish still could scout together as per the 3rd ed rules

3.more marker lights

looking back over it now i would probably trade one team out for the forge world  super pirahana  with TLd fusion guns to give me another tank hunting unit..

Mephet'ran: Crisis instead of Stealth?

crisis teams have just as many wounds and shots as a full sized stealth team but they have much better weapons choices and longer range.

 


"victory needs no explanation, defeat allows none" 
   
Made in us
Dakka Veteran




the spire of angels

Posted By BrotherAdso on 12/15/2006 10:46 AM
Indeed, all Falcons isn't neccessary or 100% desirable. In fact, Fire Prisms can also give you a lot of bang-for-buck. With all the other vehicles in your army, it suddenly becomes harder for your opponent to give that Prism target priority, letting it do a fair massive amount of damage. In a way, Wave Serpents make a better mount for everything except Snakes, since assault troops with T3 are always better in numbers (10 in a WS vs 6), but it only takes 3-4 hitting meltaguns to get the Snakes job done.

I would go with 4x Waveserpents, 2x Fire Prisms, 1x Falcon. Two serpents with DA squads, two with assaulty Aspect squads, and a squad of Dragons in the Falcon. HQ can be a Farseer riding with one of the Assault Aspects to give them an appropriate boost when needed.

One could also go for the mean-but-cheaper concept of 10-man Guardian Storm squads with a Spearlock instead of 10-man DA squads to fill your troops slots. They can still buy the Wave Serpent (I think....11 models?), and this approach might enable you to field 5-6 WS, one Falcon, and two Prisms using the concept above.

Don't really know enough about Tau to help out there. But it does surprise me that people would need a MechTau list when they have such mean long range staying power AND firepower, and such piss-poor close combat abilities.

-Adso


if you want more bang buy the eldar firestorm from FW it has 3 scatter lasers and you can upgrade the S catapult to a cannon for a whoppin 15 S6 shots.  

 

you use dire avengers to fill troop slots because they are cheeper especially in min sized quads so you can put more umph into your mech units.

 

tau need to be mechanized because they are so piss poor in close combat- a crisis team can jump away after it fires and falcon riding FWs or pathfinders cannot be assaulted. with the proper upgrades a fish with SMS and burst cannon & targeting array shoots just as well with more range than a full 12 man FW squad. giving any tau tank the fletchette launcher makes it one of the best close combat units in the entire game-it always strikes first, it hits automatically, wounds on a 4+ reguardless of T and you must make the rolls and saves for each individual model before they get to do anything.

 

 

his is esential because footsloggin FWs are assault bait.


"victory needs no explanation, defeat allows none" 
   
Made in us
Homicidal Veteran Blood Angel Assault Marine





Los Angeles

Posted By mughi3 on 12/18/2006 10:32 PM

Man big skimmers really need a nerfing bad...uggh.   These lists are such a headache to play against.  It's just not possible to down that many skimmers when they have decoy launchers, holo-fields, spirit stones, etc.  I hope they change the auto-glance rules in the next rules change.  Skimmers with 12+ armour should only get the only glancing rule on a 4+.  These tanks are so much harder to deal with than a ground tank and don't cost appreciably more.

 if they made the monlith a fast skimmer you would have a point. but it isn't the don't cost more because they are balanced out in other ways-an immobilized LR, russ or pred isn't immediately destroyed (without upgrades), they can use cover which a skimmer cannot., skimmers also have lighter armor. tau have less weapons and weaker weapons while eldar have crappy shooting when compared to MEQs

Standard Issue Falcon...Vectored Engines, Holo Field, Stones...just like you don't find a Rhino without extra armor and smoke launchers.  There is only ONE way to kill a falcon in one turn, and there's only a 1 in 36 chance of it happening.  You state that a skimmer can't use cover..?  Whynot?  Can I ALWAYS target the skimmer, no matter what?  If so, then I've been playing wrong for awhile now.  Cover isn't as important to them anyway...they don't need the possible hull-down rule, plus they don't get killed easily at all.  I'd rather stick it out in the middle and let everything shoot at it.  Good luck rolling boxcars to kill it. 

The rule someone stated earlier, which is kinda funny because the group of guys I normally play with suggested the same thing...skimmers only getting the auto glance on a 4+, would be great.  I'd even be fine with the rule if the vehicle only was affected by it if it moved under 12", and it was auto glance if it moved over 12".  I'd also like to see hand-to-hand attacks against the skimmers have the chance to Pen...they already need 6's to hit as it is, why make it even harder?  As it is, the Falcon/Prism/etc is worth a whole lot more than what its points dictates.  One of our group won't even field more than one, he believes it's too cheesy.  Just my 2 cents.

 



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Made in us
Plastictrees






Salem, MA

There is only ONE way to kill a falcon in one turn


There's a second way: the "skimmers moving fast" rule only applies to *mobile* skimmers that moved over 6" last turn.

So if you immobilize a skimmer, you can then get penetrating hits from further shooting and/or assaults that turn.

"The complete or partial destruction of the enemy must be regarded as the sole object of all engagements.... Direct annihilation of the enemy's forces must always be the dominant consideration." Karl von Clausewitz 
   
Made in us
Homicidal Veteran Blood Angel Assault Marine





Los Angeles

I immobilize them...any further shooting is still on the glancing chart...I wouldn't be able to pen until the following turn, using up more firepower


I play

I will magnetize (now doing LED as well) your models for you, send me a DM!

My gallery images show some of my work
 
   
Made in us
Plastictrees






Salem, MA

"Any hits that beat the Armor Value of a mobile skimmer moving more than 6" in its last movement phase count as glancing instead of penetrating hits." (69)

An immobilized skimmer is not a "mobile skimmer moving more than 6"..." It is an immobile skimmer that moved more than 6" last turn; the rule does not apply. From the moment that the skimmer is immobilized, it can be penetrated.

This rule is tactically important to know.  Use your high-volume, medium strength firepower on skimmers first, in hopes of immobilizing them.  That way, if you get lucky and knock one down, you can use your low-volume, high-strength shots to get penetrating hits on them in that same shooting phase.


"The complete or partial destruction of the enemy must be regarded as the sole object of all engagements.... Direct annihilation of the enemy's forces must always be the dominant consideration." Karl von Clausewitz 
   
 
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