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Made in ca
Fresh-Faced New User




Hey there Dakka dudes,

This is my first post here on the forum.  I have been playing 40k since V2 and just recently was directed to this Forum.  I would be interested in seeing what you guys think about this list.  As might be clear I like to use as many different units as I can. I find it makes the game more fun, and it is part of the appeal of Craftworld Eldar.

Here it is:

HQ:
Farseer (1)
guide, fortune, spirit stones, singing spear
 -138-

Elites:
Wraithguard (5) Warlock (1)
destructor, spiritseer
-210-

Striking Scorpions (6)
Exarch, scorpions claw, stalker,shadowstrike
-148-

Troops:
Defender Guardians (10) Warlock (1)
Scatter Laser platform, Conceal, Singing Spear
-138-

Pathfinders (6)
-144-

Fast Attack:
Warp Spiders (6)
Exarch, death spinner, surprise assault, withdraw
-174-

Heavy Support:

Dark Reapers  (5) 
Exarch, Eldar missile launcher, fast shot
-217-

Wraithlord:
Wraith sword, bright lance
-140-

Fire prism:
Shuriken cannon, vectored engines, holo-fields, spirit stones
-190-

Grand Total: 1500

Looking forward to your comments Dakka dudes.

Peace.
   
Made in ca
Fresh-Faced New User




I know this list is not a standard competive Eldar List.  At least compared to all the mech and Fire dragons/harlequins on falcons lists that I have been seeing.  So I thought I might at lest get a few "you are stupid this list is hella broke" responses.

Maybe It will help if I explain how I use this army, so that people can get an idea of why I chose the things I did.

The Pathfinders and Scorpions act as infiltrating irritation they tie up what needs to be held back away from my main force if they can.  they will be deployed as close to each other as possible so that they can support one another.

Spiders are much the same as above and will likely support the scorpions and pathfinders as well as taking out light tanks and infantry.

If necessary I can tie up 3 of my opponents units in CC early in the game, though only the scorpions will be able to really hold there own. even so this is often useful against static heavy fire based army's (Tau or Las/Plas tac squads).

The hammer of my army is the wraithgard, wraithlord and the gardens/farseer unit. the wraithgard and wraithlord act much the same way they both have flamethrowers in there units to deal with infantry as well as tank hunting weapons and are ard'' as hell.  the gardens can also deal with tanks close up armor with two spears. I find that fortuned concealed guardians really seem to stand up to a lot of fire power and a well placed guide can make them quite deadly up close.

And then of coerce fire support in the form of the fire prism and the dark reapers.  Dark reapers are crazy deadly against infantry and with the Missile launcher in there they can deal with tanks (though this isn't vary efficient use of there shooting phase).  The fire prism is also pretty Deadly when it gets to fire as well it is adding some more ard' stuff to the list.  If there shooting the prism the whole time game, the wraithlord might live to see a tactical squad or two up close .

I know this List is maybe a bit unwieldy and maybe a bit low on models for 1500 ( only 36 plus one monstrous creature and a tank).

Anyway any comments or corrections would be great.

Peace.
   
Made in de
Guard Heavy Weapon Crewman




Germany

just some thoughts:

-i donĀ“t think, destructor is a good power on the WG-Spiritseer, they need conceal or nothing! (think about 2x units of 3 wraithguard for the same points)
-sorpions, i like the new models but i cant see/dream of any situation where these guys infiltrate and do some damage (sorry, in a serpent or leave them home)
-maybe skip conceal, take embolden and upgruade him to a spiritseer
-warpspiders, the exarch needs an extra spinner or the spinneret rifle , surprise assault is realy a "suprise" if they land on top of an enemy tank an make some squishy sound (like mine did last game) so, if your scatterdice is not your best friend, skip this skill!
-wraithsword looks cool, but i think the wraithlord do better with 2 heavy weapons an play the gunplatform role (most peaple prefer lala/eml, but i would suggest lala/starcannon [all ap2 36"])
-vector engines are good, but on a prisme some kind of expensive maybe skip them

greetings Badger
   
Made in us
Fresh-Faced New User




Thing I dislike the most about a fire prism, a weapon destroyed and it becomes a tank shock chunk of plastic. Where as a falcon equipped with pulse laser, scatter laser and shuri cannon can still do damage after it loses its pulse laser. Plus it allows you to transport 6 troops if you deem it needed depending on who you face off to. Say you play a mission where you cant infiltrate those scorpions, with a falcon you can now have the choice to try and fly them forward.
   
Made in us
Plastictrees






Salem, MA

I might at lest get a few "you are stupid this list is hella broke" responses.


Not at all; the list makes sense as a static-mobile combo list.

I agree with pretty much everything already said. I'd add that I've tried the reaper firebase, and a lot gets invested in them tactically. You wind up building your battle plan around where they are, and I found that to be too limiting for my playstyle. For example, against armies that come at you, you'd need to hold your spiders and/or scorpions back to act as countercharge (wraithlord might be able to do it, but is very vulnerable to powerfists).

But at 1500 it looks like it ought to be a workable list.

I'm on the lala/eml side of the fence with a Wraithlord (assuming that "lala" means brightlance, hehee).

"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 de
Guard Heavy Weapon Crewman




Germany

"lala" means laserlance my "personal mistake name" for brightlance ^^

greetings Badger
   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

Posted By Kaotica on 03/10/2007 7:46 PM
Hey there Dakka dudes,

This is my first post here on the forum.  I have been playing 40k since V2 and just recently was directed to this Forum.  I would be interested in seeing what you guys think about this list.  As might be clear I like to use as many different units as I can. I find it makes the game more fun, and it is part of the appeal of Craftworld Eldar.

Here it is:

HQ:
Farseer (1)
guide, fortune, spirit stones, singing spear
 -138-

Elites:
Wraithguard (5) Warlock (1)
destructor, spiritseer
-210-

Striking Scorpions (6)
Exarch, scorpions claw, stalker,shadowstrike
-148-

Troops:
Defender Guardians (10) Warlock (1)
Scatter Laser platform, Conceal, Singing Spear
-138-

Pathfinders (6)
-144-

Fast Attack:
Warp Spiders (6)
Exarch, death spinner, surprise assault, withdraw
-174-

Heavy Support:

Dark Reapers  (5) 
Exarch, Eldar missile launcher, fast shot
-217-

Wraithlord:
Wraith sword, bright lance
-140-

Fire prism:
Shuriken cannon, vectored engines, holo-fields, spirit stones
-190-

Grand Total: 1500

Looking forward to your comments Dakka dudes.

Peace.

I began playing Eldar.  My qualifications to give adive are 33-16-9 record so weight accordingly.  I have always played ulthwe before and after the new codex.

In my opinion, The Fire Prism is an attractive option because of its singular heavy weapon and its (now) BS 4.  Unfortuntely when I weight its poteential for mayhem, I look at your overall army. I see something really important missing:  A way to get your hammer THERE.  I appreciate that you have confidence in the Wraithguard and Wraithlord.  However they form an incredibly obvious target that from a points perspective is WORTH firing a lot at.  For that reason, and because there are so many space marines out there, I recommend a Wave Serpent to replace it.  It has surprisingly strong firepower for a trasnport and at 160, it is a very survivable alternative that can really put you in position when the time is right or even just help you take objectives.  Armed with a missile launcher (and Cannon, Vectored engines), it can take on armored divisions well and Hordes even better.  Its blast template is stronger than any other missile launcher in the game (str 4/AP 4 and it PINS).  I see cost savings, I see mobility and I see punch that will terrify anything not wearing space marine armor.  After all, you have plenty of other items here that will handle the hardest armored targets, namely these Pathfinders (in rocks or a building they are 2+ armored snipers) and Reapers (now with a 3+ save).

One other thought:  I LOVE Warp Spiders...and never use them.  I am not telling you to kick them to the curb HERE, BUT... I am telling you to think LONG and HARD about how you are going to make sure they attack alongside your Scorpions. 

The Scorpion unit (6) is simply too small on its own to be effective.  Just one kill, maybe two, turns that unit into something of a points liability a little too fast for my comfort.  Also opponents who know what scorps can do will be a lot more likely to charge them at this unit size than they might otherwise.  Small units of anything unfortunately do not tie up the enemy as well as one would like for the rest to get there (which is why you WOULD want to infiltrate them I imagine).  Snce your Rangers already admirably play the role of "spoiler" to your opponents scout deployment, you don't need these guys to infiltrate...  I would strongly suggest a deployment of these two units together and utilizing cover as much as possible.  If the Wraithguard are your hammer, these guys are the anvil, if they work together.

Here is why: 

As two units in tandem they fair 12+6= 18 shots, against  tough 4 would yielding 12 hits and 9wounds.  Armor four makes that to 3-4 wounds, and thusly far more manageable for the Scorpions.  The great thing is, unlike normal when the str 3 tough 3 Spiders are generally forced to charge to avoid charging after this barage (not trusting too much that they'll roll high enough on their Warppacks), you will instead have the scorpions to charge while your Spiders are free to fire at other targets another round and THEN decide if they need to back up their scorpion pals.   Think of it like a Dark Angels unit that was allowed to take half spiders and half Scorpions and split them off yet allowing them to fight together at THEIR option. 

Given YOUR  list I would really avoid letting these two units go it alone.  They need to stay close and attack in tandem.  In my opinion.

 

.

 




Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com

7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php 
   
Made in us
Plastictrees






Salem, MA

Actually I seriously think "lala" is a pretty cool name for it.

"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 ca
Fresh-Faced New User




Hey dudes thanks for the responses, good ideas form all of you. hears what I thought of them.

- Badger

I agree about the transporting the Striking Scorpions. After thinking about it I think It will get them to were they need to be whether that's in the middle of the table or at the back of my lines much more effectively than infiltration.

I disagree with you about destructor in the wraithgaurd unit, at least in my army make up. Its vary nice to have some anti horde it makes it so that they don't have to be so picky about what they should move towards or away from. I find a heavy flame thrower for 10 points almost always makes its points back in one shot even though that's all it gets most games. 

I like the Wraithsword bright lance option It mean my wrathlord has some ability not get completely swamped in cc and never be herd of again also if I do ever get to charge something like necon warriors or tactical squads I will in a hart beat.  I find that part of the game is scaring your opponents into not doing things they would other wise love to do and the wraithlord with the waithsword is much better at doing this.

-Goony

I know the Prism has some issues but I think its still a viable option. Although it wouldn't be that uncommon for me to be facing at least 3 las equivalent shots on the prism per turn making it so that it doesn't do anything the whole game except maybe get an immobilized or a weapon destroyed result...hmm.  I might be a bit to light in armor to take one of these tanks. Part of the idea of taking one was that it was going to attract heavy weapon fire away from my wraithlord, or to prevent those Las/plas squads and there equivalents from shooting at my striking scorpions, warp spiders and pathfinders to instead try to kill the Fire Prim.  If it dose get to shot It can defiantly do some damage to hordes or armor.  There is nothing more sweet then killing more than half of a terminator squad that just deep striked in a tight little bunch.

-Flavius Infernus

I agree that the reapers make up a lot of the wining game plan and you have to try to protect them if you don't plan on having them all die and lose.  I find with a 5 man squad with all the options they kill a lot of what looks threatening to them on there own. It also seems go hive a focus to my opponents as they will most likely hide or charge right at them making them predictable and easier to counter.  anyway I will see how long it takes me to get board but for now I don't mind having one static unit of ausome deadlyness.

-Jancoran

Your tactical advice is spot on the money.  With this list I had always planed to use the scorpions the spiders, and the pathfinders as a scout ahead group working closely together.  The spiders attacking and withdrawing letting the scorpions do the rest even with the possible addition of a pathfinders feet move then charge if things are truly in dire straits. 

I also liked the fuffyness of the idea of the pathfinders leading the scorpions threw the woods to set up an ambush, soon to be followed by teleporting spiders that signal that the fight is on and the main force is hear.

I think that you were suggesting that I use the transport for the wraithgard.  I think this is a wonderful option but with my army comp makes them even more of a target then they already are.  I like using them in tandem with my wraithlord as together with 3 flame throwers and 6 BS3 ap2 shots they are truly a deadly group.  if I split them up they lose a bit of there power, were once they weren't too frightened of terminators now they both are. 

I appreciate your advice and you are clearly tactically sound.  but I think that if I use a transport in my army it would be better of used for my scorpions.  Your makeup for the wave serpent is excellent as it makes it just like a little prism.

-Everyone

Thank you everyone for you thought out responses.  these are the changes to my list after taking in all your advice.  the main difference is the loss of the Prism, and the addition of a wave serpent for the scorpions as well as, 2 more scorpions, and 2 more spiders.  (Sorry about the confusion with the spider exarch he already had the extra death spinner)


HQ:
Farseer (1) guide, fortune, spirit stones, singing spear
-138-

Elites:
Wraithguard (5) Warlock (1) destructor, spiritseer
-210-

Striking Scorpions (8) Exarch, scorpions claw
Wave Serpent (1) ELM, shuriken cannon, vectored engines, spirit stones,
-315-

Troops:
Defender Guardians (10) Warlock (1) Scatter Laser platform, Conceal, Singing Spear
-138-

Pathfinders (6)
-144-

Fast Attack:
Warp Spiders (8) Exarch, extra death spinner, withdraw, power blades
-201-

Heavy Support:
Dark Reapers (5) Exarch, Eldar missile launcher, fast shot
-217-

Wraithlord (1) Wraith sword, bright lance
-140-

Grand Total: 1503

What do you guys think, better?  I really feel the loss of the prism but maybe for a higher point cap It can be added and then be much more viable.  also it makes it so that I don't have only my heavy slot maxed out.  The bonus are that now I have more scorpions and spiders making the spider scorpions combo more deadly and more mobile.  over all i think the bonus out way the drawbacks of no more prism.  Escalation will be a bit more of a pain but that's ok I guess.

Peace.
   
Made in gb
Swift Swooping Hawk






Scotland

Thing I dislike the most about a fire prism, a weapon destroyed and it becomes a tank shock chunk of plastic.


Not if you equip it with a shurikannon as well.

3 BS4 S6 shots can't be sniffed at!



"Now I am become Death, the destroyer of worlds." - J. Robert Oppenheimer - Exterminatus had it's roots way back in history. 
   
Made in us
Regular Dakkanaut




Posted By Brother Bartius on 03/14/2007 9:55 AM
Thing I dislike the most about a fire prism, a weapon destroyed and it becomes a tank shock chunk of plastic.


Not if you equip it with a shurikannon as well.

3 BS4 S6 shots can't be sniffed at!

A fireprism without a prism cannon is a 200 pt objective taker.  That's not to be sniffed at either.
   
Made in gb
Swift Swooping Hawk






Scotland

Agreed.



"Now I am become Death, the destroyer of worlds." - J. Robert Oppenheimer - Exterminatus had it's roots way back in history. 
   
 
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