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Made in us
Longtime Dakkanaut





Orlando, Florida

Here it is...

Autarch w/ Mandiblasters, Lazer Lanch, Shuriken Pistol, Eldar Jetbike = 130 Pts

Farseer w/ Doom; Fortune; Guide; Runes of Warding; Runes of Witnessing; Spirit Stones; Eldar Jetbike; Shuriken Pistol; Witchblade
= 205 Pts

6 Fire Dragons w/ Fire Dragon Exarch w/ Crack Shot; Dragon's Breath Flamer
= 113 Pts

6 Fire Dragons w/ Fire Dragon Exarch w/ Crack Shot; Dragon's Breath Flamer
= 113 Pts

4 Guardian Jetbike Squadron w/ Warlock w/ Embolden; Shuriken Pistol; Singing Spear
= 129 Pts

10 Dire Avengers w/ Dire Avenger Exarch w/ Bladestorm; 2 Avenger SC
- Wave Serpent; Spirit Stone; Vectored Engines; Shuriken Cannon; TL Scatter Laser
= 307 Pts

4 Shining Spears w/ Shining Spears Exarch w/ WithDraw; Star Lance (SL)
= 192 Pts

Vyper w/ Shuriken Cannon; Shuriken Cannon
= 60 Points

Falcon w/ Holo-Field; Spirit Stone; Vectored Engines; Scatter Laser (SctL); Shuriken Cannon; Pulse Laser
= 205 Pts

Falcon w/ Holo-Field; Spirit Stone; Vectored Engines; Scatter Laser (SctL); Shuriken Cannon; Pulse Laser
= 205 Pts

Fire Prism w/ Holo-Field; Spirit Stone; Vectored Engines; Shuriken Cannon; Prism Cannon
= 190 Pts

Total Roster Cost: 1849

Thanks for the comments!


Current Armies: Blood Angels, Imperial Guard (40k), Skorne, Retribution (Warmachine), Vampire Counts (Fantasy)

 
   
Made in us
Plastictrees






Salem, MA

Odds of a farseer suffering perils of the warp: 5.5% on each psychic test
Odds of a farseer with runes of witnessing suffering a perils of the warp: 7.8% on each psychic test
Since it is something that will instakill your farseer (my current recorded rate of losing my farseer is about 20% of my games *without* runes of witnessing) paying extra points for something that will kill you may not be the best choice. Since your odds of failing a test with Ld10 are only 8.3 % anyway...

Crack shot's ignore cover ability overlaps with the flamer's ignore cover ability. The flamer's short range limits your ability to block counterassaults with the transports (fish of fury).

This list looks a lot like a mech Tau list, right down to the suicidal vyper/pirhana. But it has all the disadvantages of Eldar and none of the advantages of Tau. Personally I'm skeptical that an Eldar list that depends on flying up and shooting the crp out of the opponent and then somehow surviving the counterfire/charge is viable. But if you can make it work, rock on.

"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
Longtime Dakkanaut





Orlando, Florida

Odds of a farseer suffering perils of the warp: 5.5% on each psychic test
Odds of a farseer with runes of witnessing suffering a perils of the warp: 7.8% on each psychic test
Since it is something that will instakill your farseer (my current recorded rate of losing my farseer is about 20% of my games *without* runes of witnessing) paying extra points for something that will kill you may not be the best choice. Since your odds of failing a test with Ld10 are only 8.3 % anyway...


In my groups test games with the new Eldar Codex, we have gone back and forth on this. I personally like it because even though it adds 2.8% chance of Perils (which you get a save for anyways), you still have a much easier time to pass the test. Since one of my opponents is Choir Godzilla, I find it slightly more useful. I wonder is Embolden allows you a re0roll of a Psychic test. That way the Farseer can just join the bikes if I am that worried.

Crack shot's ignore cover ability overlaps with the flamer's ignore cover ability. The flamer's short range limits your ability to block counterassaults with the transports (fish of fury).


I can be mistaken, but the primary purpose of taking Crack Shot was the ability to re-roll to wound. I figure with Fire Dragons, I only get one shoot to be effective. They are a waste to shoot at a vehicle IMHO because it seems a little to overkill. Better to shoot at Monstrous Creatures and High cost-low model count units. Against those what does 6 Meltaguns do that 5 doesn't at least with the flamer I increase the output of wounds I can put out. For example, the last game I used them was against Sisters of Battle, I was able cause as many casualties with the flamer than with the meltaguns on a SOB unit. Since the combo is so cheap, I find it better overall to have it.

On the Fish of Fury tactic with them. because the unit is so small, they usually die to Heavy Bolter/ Assault Cannon love before anything else. They rarely get charge. Besides, a falcon is limited upon where to drop them anyways.

This list looks a lot like a mech Tau list, right down to the suicidal vyper/pirhana. But it has all the disadvantages of Eldar and none of the advantages of Tau. Personally I'm skeptical that an Eldar list that depends on flying up and shooting the crp out of the opponent and then somehow surviving the counterfire/charge is viable. But if you can make it work, rock on.


My goal is not to replicate the Mech. Tau list.

I see this list as the ultimate flanking list. My goal is to roll up a side of the enemy army and take them out piecemeal. I know this list will loose if I do the run up and gun them move. The diference between Tau and Eldar, is that Eldar has a lot more firepower potential in their skimmers than the Tau. So the idea is to run and gun the enemy, nickle and dime them, and only expose myself or my units when I must or when it would be the most prudent time. My heavy skimmers are more survivable than the Tau's. Though against a completely Mech. Tau list, I would be outnumbered.

Thanks for the comments!

Current Armies: Blood Angels, Imperial Guard (40k), Skorne, Retribution (Warmachine), Vampire Counts (Fantasy)

 
   
Made in us
Longtime Dakkanaut





Orlando, Florida

For some reason, my Autarch wasn't in this list. The list has been updated.

Current Armies: Blood Angels, Imperial Guard (40k), Skorne, Retribution (Warmachine), Vampire Counts (Fantasy)

 
   
Made in us
Plastictrees






Salem, MA

I wonder is Embolden allows you a re0roll of a Psychic test.


Unfortunately, no. This is an example of where the person who wrote the codex was apparently thinking about how rules interact (and this codex has a lot of those). Embolden allows a reroll on failed leadership tests, but psychic tests are not a type of leadership test.

So the idea is to run and gun the enemy, nickle and dime them, and only expose myself or my units when I must or when it would be the most prudent time.


Yes, this is exactly what I'm skeptical about--that this can work consistently.

"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
Longtime Dakkanaut





Orlando, Florida

Yeah, this list pretty much lives or dies on the Falcons and Fire Prisms VP denial and fast scoring status.

Current Armies: Blood Angels, Imperial Guard (40k), Skorne, Retribution (Warmachine), Vampire Counts (Fantasy)

 
   
Made in de
Regular Dakkanaut




With point denial in mind its propably not even bad to feed points into your resiliant units. I dislike that approach nontheless and have fared best with "more boys less toys" in the past.

How about the following:

Falcon - Pulse Lasers to Shuricannons - 20 points saved.
Prism - Drop Stones and Engines - 30 points saved

Farseer - He will rarely affect the game for 205 pts worth -> Drop - 205 pts saved
Spears - Overpriced onehitwonder once you consider that the neccessary Fortune costs about 100 points on a Jetbike Seer. - Drop - 192 pts saved

Thats 447 pts to play with.

Thats 2 x 8 Warpspiders, Exarch, 2 Spinners, Powerblades, Hit n Run for 436 pts.
   
Made in us
Longtime Dakkanaut





Orlando, Florida

Unfortunately, the "No boys, less toys" approuch does not work with Eldar.

It works with Marines because the basic trooper is a multi-function high toughness, high save model. There are very few "mandatory" upgrades in a Marine army and most of them are for the tanks.

Eldar is different. You can't apply a cookie cutter aprouch and hope to win with it. You need every unit opperating to it's maximum efficiency, and you need each of those units complimenting and working together. As you can imagine, tactical mistakes with the Eldar can mean your down fall. This is why I garuntee you that there are a whole bunch of new Eldar players that will probablky get frustrated with the army quick.

To your comments:

With point denial in mind its propably not even bad to feed points into your resiliant units. I dislike that approach nontheless and have fared best with "more boys less toys" in the past.


Well, my resilient units (Falcon, Fire prism) are so because of the upgrades I give it. Holo-fields make the tanks extremely resilient to damage, Spirit Stones allow me to keep moving, either behind cover or at least retaining my "skimmers moving fast" and Vectored Engines ensures that even if I get the Immobilized Result, the model can still contribute to the game, and also allows me to protect my passegers better.

How about the following:

Falcon - Pulse Lasers to Shuricannons - 20 points saved.
Prism - Drop Stones and Engines - 30 points saved


I don't think you can drop the Pulse Lazers on the Falcons, and I already explained the reason for the upgrades.

Farseer - He will rarely affect the game for 205 pts worth -> Drop - 205 pts saved


I disagree. Though I don't think a Farseer is absolutely neccessary, he will get his points worth in a battle. To guiding the Fire Prism to make the one shot count, to fortuning the Spears in they turbo-boast. Dooming a Carnifex so my high amount of Str. 6 shoots makes it take a crap load of saves.

Spears - Overpriced onehitwonder once you consider that the neccessary Fortune costs about 100 points on a Jetbike Seer. - Drop - 192 pts saved


Fortune isn't neccessary with them. And if you are not carfeful, they can get caught with their pants down. but in our test games so far, they have been usually making thier points back.

Thats 2 x 8 Warpspiders, Exarch, 2 Spinners, Powerblades, Hit n Run for 436 pts.


I like Warp Spiders, but they can be fragile. They are fast and put out a lot of shoots, but any copetent player will consistantly hit them with small arms fire, exploiting their Toughness three weakness. If you say "Well, they have the jump-back", I will remind you that their jump-back ability can be dangerous and random. I am not saying they are a bad unit, I am simply saying that I don't think I have the right support structure in my list for them (I wish I did, I like their models).

Current Armies: Blood Angels, Imperial Guard (40k), Skorne, Retribution (Warmachine), Vampire Counts (Fantasy)

 
   
Made in de
Regular Dakkanaut




I meant Scatter Laser for Falcon.
   
Made in us
Agile Revenant Titan




Florida

Reading Psychic Powers in the basic rulebook (p52), it indicates you make a Ld test to cast a psychic power (last paragraph).

Seems like you can use Embolden if the Farseer is in the same unit.

No earth shattering, thought provoking quote. I'm just someone who was introduced to 40K in the late 80's and it's become a lifelong hobby. 
   
 
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