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Made in us
Been Around the Block




Here is what I believe to be my final varient on my Eldar army for next years GT. I have high hopes for it, I feel the list is pretty dang unique and going to be pretty ugly for most armies to deal with.

Without further ado...

=HQ=
Avatar of Khaine (155)

He's back in the list and better than ever! You'll provide valuable counter assault and a nice fearless rally point for my army.

Doomseer (133)
Doom / Fortune
Spirit Stones
Singing Spear

Doom really fits the needs of the army. With only one power the Runes aren't all that needed, but Ihad exactly 10 points left over.

=Elites=
Harlequin Troupe x 6 (184)
Shadow Seer
Harlequins Kiss x 7

Not sold on the Shadowseer as of yet. This unit forms the other half of my counter assault for what is primarily a shooty army. If the Shadowseer proves to not be of value I will add a Troupe Master in it's place.

=Troops=
Dire Avengers x 10 (152)
Exarch
Blade Storm / Dual Cats

Dire Avengers x 10 (152)
Exarch
Blade Storm / Dual Cats

Dire Avengers x 10 (152)
Exarch
Blade Storm / Dual Cats

These units for the base line for the army. With three full strength squads I can really choose when and who to Blade Storm with as well as laying down heavy fire against Doomed enemies and such. Keeping them within the Avatars Fearless range will insure they never run and give them solid back up should they be assaulted.

=Fast Attack=
Warp Spiders x 8 (193)
Exarch
Dual Spinners

Warp Spiders x 6 (149)
Exarch
Dual Spinners

My Anti - Skimmer patrol. Excellent all rounders they add to my anti infantry and light armor capability while providing some decent speed to the list.

=Heavy Support=
Fire Prism (160)
Holo Field / Spirit Stones

Fire Prism (160)
Holo Field / Spirit Stones

Fire Prism (160)
Holo Field / Spirit Stones

Something I haven't seen before, three of these badboys. FP's seem to get better the more you have of them. They cover every offensive need of the entire army. Land Raiders and Monoliths go down as easily as mobs of Ork Boyz with these heavy hitters. My opponents might not like it, but I think they you're going to have a hard time finding a nastier way to run Eldar heavy support options.

Total: 1750
Made some slight edits.  Added a Kiss to the Harlie squad, dropped 2 spiders and gave the farseer spirit stones and fortune.
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Made in gb
Regular Dakkanaut




The harlies NEED a seer, even if its just for the plasma grenades (althoug the spotting distance is wonderful!). If tehy are slogging it across the field, i always find fortune is handy, but FAR better, would be a dedicated Falcon, meanns they get where they need, when they need to.

DROP THE RUNES OF WITNESSING... for 10 points they make it more likely you cast, yes, but also increase your chance of getting a perils attack, which at S6, is bye-bye farseer...
   
Made in sg
Executing Exarch





I second what 01777 said. The Shadowseer is indispensable, and even more so if the Harlies are walking--though to be frank, I'm not sure it's worth fielding them walking, let alone in a small squad.

Warp Spiders are nice, but do you really need two squads of them? Isn't one enough?

I am really not sold on skimping on upgrades for skimmers. I suppose it's arguable that Fire Prisms don't need vectored engines and holofields as badly as Falcons do, due to their role and range. Let us know how it works out.

Wehrkind wrote:Sounds like a lot, but with a little practice I can do ~7-8 girls in 2-3 hours. Probably less if the cat and wife didn't want attention in that time.
 
   
Made in gb
Regular Dakkanaut




Tegeus, i often run my harlies, as long as they have a seer there to keep them fortuned, they tend to survive (remeber, the average spotting distance is 14", their MIN charge is 13" ;-)...) And anymore than 6 kill their targets to quickly meaning they get shot up.

Also, he has given the Prisms holofields, and they don't really need vectored engines, altho, it does mean that they can keep linking up even when imobalised (sp)
   
Made in sg
Executing Exarch





I agree that more than 6 kill their targets too quickly, but the point is that a squad that starts out with 6 is not likely to reach their target with 6 if they're walking. Remember that he doesn't have Fortune. As for VoT, it's good, sure, but one lucky roll is all it takes to really ruin your day. Also, it doesn't matter that they can potentially charge more than 13". If they start any further away than that, there's basically a *whatever* in 6 chance that they will all die, so you have to treat it as if it were exactly 13" when you're making your plans.

I guess I overstated the case against foot-slogging Harlies. It isn't that they're useless, as I implied. They're just too much of a gamble for my tastes. In a game that is determined by the outcomes of dice rolls, I want to make sure that everything else that can be made a sure thing, is a sure thing. YMMV as always.

Hmm, either the holos were edited in after my post or I need to get my eyes checked. (Probably the latter.) I maintain that vectored is well worth the points, since it forces the enemy to expend more shots finishing it off that would otherwise go to the other Prisms or Avatar. Killing a Prism that can be penetrated may seem like a cakewalk compared with killing a mobile one, but it will usually take a decidedly non-trivial amount of AT firepower to accomplish it all the same.

@Dooks Dizzo: I just noticed something strange about the Harlie unit you have there. Judging by the points value, it seems you are actually fielding 7 Harlies, including Shadowseer, but only 6 Kisses. Is there any particular reason for this, or is it a calculation error, and you only meant to field 6, all with Kisses (and one Shadowseer)?

Wehrkind wrote:Sounds like a lot, but with a little practice I can do ~7-8 girls in 2-3 hours. Probably less if the cat and wife didn't want attention in that time.
 
   
Made in us
Been Around the Block




The Shadow seer just doesn't have a kiss, didn't have the points. Though I will be sure to make up for the lack pretty soon.

The idea with the Harliequins is not to use them as an offensive unit AT ALL. They and the Avatar are there for counter assault to keep an eye on the Dire Avengers. The harlequins will be spending most their time hiding behind the Monstrous Avatar, LOS blocked to them. The simply jump out and whoop up on anyone who gets too close to assaulting the DA's. The list os primarily for shooting.

Vectored engines on the Prisms would be great but then we're getting into some serious points for 3 of them.

Yes 2 squads of spiders are nessecary It gives me much more flexibility in deployement and it means that I will usually be able to get one or the other squad to side or rear armor on vehicles.

What I am thinking to do though is drop one of the squads down to 6. This gives me enough points back to drop the Runes and add Spirit Stones & Fortune to the Farseer. The I can use Fortune on the Avatar and make his a solid wall standing in the middle of my army.
   
Made in us
Hoary Long Fang with Lascannon





Kalamazoo

It might be worthwhile to drop one squad of Spiders for some Hawks with intercept. Roughly the same cost, but they can tank hunt better. This would free up your prisms for anti-heavy infantry duties.
   
Made in sg
Executing Exarch





If you really can't scrounge up the points for that last kiss, you might as well drop one Harlie, as a Harlie without a kiss is almost useless. Especially since yours will be hiding behind the Avatar, and so shouldn't be getting shot (therefore getting little advantage from the ablative wound).

Yes, you would be spending some serious points on the Prisms, but there is nothing really wrong with that. They're still cheaper than the decked out Falcons that are usually fielded, after all, and the points they contain will be far from easy for your opponent to earn. In fact, it's because they already cost a significant amount of points that I think another 20 points to extend their lifespan is worthwhile.

I can see where you're coming from with regard to the Spiders. As far as reducing the squad size goes, perhaps you could reduce the size of both squads. With their mobility and assault move, they shouldn't be taking that much fire, and even a min-sized squad (not that I'm necessarily suggesting that) is enough to do a number on the light skimmers that are their ideal prey.

I think Fortune would definitely be a solid investment. The Avatar can fall frighteningly quickly to focus fire without it.

Wehrkind wrote:Sounds like a lot, but with a little practice I can do ~7-8 girls in 2-3 hours. Probably less if the cat and wife didn't want attention in that time.
 
   
Made in us
Been Around the Block




Made some small edits. Noted at the bottom of the army list.

Oh and the Swooping Hawks idea is thought provoking.  Will continue to think about it.  I am not sure I need my anti tank beefed up too much more, but it is a consideration.  Thanks for the idea.

   
Made in us
Dakka Veteran





I like the army. But remember; the Eldar accomplish wins through divide + conquer as far as their forces' capabilities go.

I really don't think this list is quite as competent as one that included Guardians with EML, for instance, or the aforementioned Swooping Hawks. Redundancy is important, and quite frankly Warp Spiders will often fall short in your anti-armor needs, and the Prisms will be stuck with anti-tank duty too often. The EML and Swooping Hawks with Sunrifle Exarch would give you some pinning ability, which is always handy if a bit hit & miss.

Escalation could seriously cripple this list. Having a wider range of options in your basic infantry would be helpful. As long as an Avatar is around, Guardians remain a strong choice, and don't always necessitate the use of a Warlock because Fearless is so amazing.

Ba-zziiing!



 
   
Made in us
Dakka Veteran




I personally like the list however, I would be very tempted to switch out one of the squads of DA's for the equivalent in pathfinders, with your doom and fortune farseer they can become the toughest thing on the field. Nothing quite like 2+ rerollable cover saves for point denying, also they can do more against heavy armor troops. Its quite amazing what happens when a few get going against a doomed termy squad.

6 = 3 normal hits, 2 ap 1 hits, 2.25 normal wounds, 1.5 ap 1 wounds, 1.37 dead terminators.

P.S. It also makes people understand how good flamers actually are. . .
   
Made in gb
Fresh-Faced New User




Vectored Engines aren't really necessary for Prisms, they don't have to get in harms way that much so use their mobility to minimise return fire and the chance of being killed far more than Falcons can.

What I would reccomend is to give them all shuriken cannons. This serves 2 purposes; firstly they then have some offensive power if the prism cannon is blown off, secondly it adds firepower if you want to take down something close enough eg. adding fire into a squad or taking down speeders. Greater redundancy for only 10 points is well worth it IMO.
   
Made in us
Been Around the Block




Thanks for the advice guys. I might make some minor tweaks to the list but for now I need to get it out and on the table and put it to the test!
   
Made in gb
Regular Dakkanaut




good luck!!! and tell us all how it goes!!!
   
 
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