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Made in us
Automated Space Wolves Thrall





 

Hello All,

I'm going to be starting up an Eldar army here for the first time, and wanted some opinions on a list I came up with, and how it might work out with the armies I face in my local group.  I don't have many models right now, but once I decide which list I want to go with, I'll be buying what's necessary to fill the list out.  My opponents are Necrons, foot-slogging Tau, Orks, and Nidzilla.  The Nidzilla player is the one that gives us the most grief, so I'll need a list that can compete with that.   I'm either going to go with a list similar to the one shown below, or just give in and play Mech Eldar. 

 

This list is basically a list crafted from units that appealed to me in the codex.  It has virtually no assault power, but makes up for it with fearless guardians, and Eldrad guiding the war walkers, which I'm hoping will be able to lay down serious firepower.  After that, the rest of the list mops up what's left.  Since none of my opponents use tanks (except one Hammerhead), I'm not too worried about anti-armor units.  Let me know what you think.

 

Avatar – 155 pts.

 

Eldrad Ulthran – 210 pts.

 

10 Guardians – Scatter Laser, Warlock w/ Conceal – 135 pts.

 

10 Guardians – Scatter Laser, Warlock w/ Conceal – 135 pts.

 

3 Jetbikes – 1 Shuriken Cannon – 76 pts.

 

10 Warp Spiders – Exarch w/ Death Spinner, powerblades, surprise assault, withdraw – 272 pts.

 

3 War Walkers – Scatter Lasers – 180 pts.

 

3 War Walkers – Eldar Missile Launchers – 195 pts.

 

Wraithlord – Starcannon, Scatter laser 140 pts.

 

Total: 1498

I think Mech Eldar is a safe bet if this doesn't work, but I'd really like to know what you guys think of this list.  Thank you in advance for your comments

-Prax

   
Made in us
Fresh-Faced New User




Eldrad + avater = good combo. Make sure eldrad is close enough to fortune the avatar once he gets ready to enter combat and you have got a winner.

I don't think you have enough guardians to play on the power of the Avaters fearless ability. I suggest dropping the bikes and a warlock for a third guardian squad. There need to be enough of them to make fearless a real obstacle. Also guardians can kill anything that is t7 or less with their shuriken catapults and eldrad guiding them and dooming their target. I do mean anything. So more is better IMO.

Warp spiders =yummy.

Warwalkers are glass cannons, but it looks like you don't have too many shooty local opponents. Scat laser = great, especially when eldrad guides them. All missile launchers I'm not so sure about. THe awesome power fo war wlakers comes from their sheer number of shots ... 6 str 8 that will oly hit 3 times on average(and eldrad is much better of guiding something else) does't seem like it will hold its own. I would suggest starcannon/scatter laser. This puts in some AP against marineish players but still keeps your shot count high.

Wraithlord is the one model that doesn't need help from anyone in order to hit. He needs a bright lance and Eldar missile launcher to do your limited tank hunting .. and is great for throwing 2 str 8 at things that can be insta killed if they are t4. Chaos lords out in the open, nurgle marines or anything with feel no pain, etc. Also dont forget he needs to stay real close to warlocks if he isnt going to make I'm stupid tests, so if after switching things around you can afford the 6 points for a spirit seer on the warlock I didn't suggest taking out that might be a good idea.

I think you have a good solid stand and shoot until they get to you list. In a different gaming environment you might have trouble with a shooty list as many of your high shot models(warwalkers and warp spiders) are fairly easy to eliminate with only a few shots, so keep that in mind if your local armies change up a bit over time.

You do suffer from not having mobile units to go grab objectives(I know I suggested dropping the one you had) ... in a tournament play I would suggest dropping something for two vipers with minimal armament just for hiding the whole game and objective grabbing on turn 6.

Meph
   
Made in us
Automated Space Wolves Thrall





Thanks for the comments Meph, I appreciate it.  I'll give your changes a shot and see what happens.  If I swap the EMLs off the walkers in favor of dual Scat lasers, I'm thinking Eldrad guiding both walker squads could result in some pretty rediculous shooting.  In case you wanted to see the mech list I might run instead, here it is:

Farseer – Singing Spear, Runes of Warding, Spirit Stones, Doom, Mind War – 138 pts.

 

6 Fire Dragons – Exarch w/ Firepike 116 pts.

 

6 Harlequins – Shadowseer, 6 Harlequins Kisses - 162 pts.

 

10 Dire Avengers – Exarch w/ Bladestorm, dual catapults – 152 pts.

Wave Serpent  - TL Scatter Laser, Shuriken Cannon – 135 pts.

 

10 Dire Avengers – Exarch w/ Bladestorm, dual catapults – 152 pts.

Wave Serpent  - TL Scatter Laser, Shuriken Cannon – 135 pts.

 

3 Jetbikes – 1 Shuriken Cannon, warlock w/ conceal – 136 pts

 

Falcon – Starcannon, Holo-Field, Spirit Stones – 185 pts.

 

Falcon – Starcannon, Holo-Field, Spirit Stones – 185 pts.

 

Total: 1496

 - Prax

   
Made in us
Fresh-Faced New User




One last thing I thought of .. since spiders have to get close to do their business you might want to consider dividing the squad into two units. Some people argue that the exarch isn't worth it and to save points for more regular spiders. That one I think is best if you play and see how you like it better.

Anyway, two squads won't lose you the whole squad if thier jump back roll is low, since you will have them split in to two squads. Plus this gives you a little more anti armor as five warp spiders can easily take on the side or rear armor of most tanks and having two squads will let you split your fire against two land speeders, or even two fexes if thats what you are hunting and you think one group of five can finish him off while the other set blast troops or the next fex that needs to fall. They can still concenttrate fire on squads with high body count as well. You still have to lose two from each squad to take leadership tests from shooting, and worse case scenario you only lose half of them if you are unlucky and fail the roll.


As for the Mech list it looks good to me, however i never run mech anything.  The most you ever see in my eldar is a falcon with scorps (mostly for objective grabbing in tournaments and storm guardians in a waveserpent, plus the two minimal vypers, also for objective gathering on turn 6.  Eldar air force can be an awesome army, i just don't have any tips for building it or using it.

Either way, good luck.  The eldar list is quite fun and is one of the lists that can be competetive without too much fine tuning.
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Well, Eldrad and (fortuned) Avatar is a viable combo.
The Avatar's fearless bubble can host Guardians, Dire Avengers, or (fortuned) Harlies.
But you will need some fast units so that your bubble cannot be outmaneuvered.
For this, I suggest one or two Falcons or two Fire Prisms.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in ca
Regular Dakkanaut




Posted By Praxus on 11/08/2007 9:23 PM

Thanks for the comments Meph, I appreciate it.  I'll give your changes a shot and see what happens.  If I swap the EMLs off the walkers in favor of dual Scat lasers, I'm thinking Eldrad guiding both walker squads could result in some pretty rediculous shooting.  In case you wanted to see the mech list I might run instead, here it is:

Farseer – Singing Spear, Runes of Warding, Spirit Stones, Doom, Mind War – 138 pts.

 

6 Fire Dragons – Exarch w/ Firepike 116 pts.

 

6 Harlequins – Shadowseer, 6 Harlequins Kisses - 162 pts.

 

10 Dire Avengers – Exarch w/ Bladestorm, dual catapults – 152 pts.

Wave Serpent  - TL Scatter Laser, Shuriken Cannon – 135 pts.

 

10 Dire Avengers – Exarch w/ Bladestorm, dual catapults – 152 pts.

Wave Serpent  - TL Scatter Laser, Shuriken Cannon – 135 pts.

 

3 Jetbikes – 1 Shuriken Cannon, warlock w/ conceal – 136 pts

 

Falcon – Starcannon, Holo-Field, Spirit Stones – 185 pts.

 

Falcon – Starcannon, Holo-Field, Spirit Stones – 185 pts.

 

Total: 1496

 - Prax


So, who does the Farseer hitch a ride with? Or does he have a jetbike?
   
Made in us
Automated Space Wolves Thrall





The Farseer would ride in one of the DA Serpents.  He's mostly there to Doom the DA targets and Mind War MCs, Necron Lords, or anything else that might show up. 

As for adding falcons or prisms to the foot slogging list, that defeats the purpose of the list, which is specifically a non-mech list.

Keep the comments coming guys, I appreciate all of them!

-Prax

   
Made in sg
Executing Exarch





The Farseer would ride in one of the DA Serpents.  He's mostly there to Doom the DA targets and Mind War MCs, Necron Lords, or anything else that might show up.

Won't work well. You'll be able to Mind War just fine, since it's used in the shooting phase, but you can't Doom out of a transport, and by the time you disembark, the time for using Doom that turn will be over. As a result, your Farseer's ability to Doom will lag one turn behind the DAs ability to pop out and fire.

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 de
Ladies Love the Vibro-Cannon Operator






Hamburg

The mech list looks much better.
Give the Farseer a jetbike, doom, shining spear, and runes of warding if you face psykers.
A FD Exarch is not a must have. 6 FDs should be enough to get the job done.
I'd give the Serpents and Falcons vectored engines. For this, you could change their weapon configurations (shuricannons).

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Automated Space Wolves Thrall





Oh man, I had no idea that the farseer couldn't Doom out of the transport.  I always wondered why I always saw him on a Jetbike.  *sigh* Well that's good to know, but it forces me to rethink a few things. 

I'm not going to dispute the fact that the Mech list (with a little tweaking) would win more games, I just don't think it would be as fun to play.  The mech list pretty much seems to say "Yeah, you know exactly what I'm going to do, but you can't stop me" to my opponents, which doesn't seem very fun to me.  I like the flexibility of the foot list more, as it allows me to mix it up a bit and try some different tactics with the units depending on the situation.  At any rate, here is a revised version of the foot list.  I'll post a new mech one later after I figure out what to do with that farseer :p

Avatar – 155 pts.

 

Farseer – Singing Spear, Runes of Warding, Spirit Stones, Guide, Mind War – 133 pts.

 

6 Striking Scorpions – Exarch w/ Scorpions Claw, Shadowstrike – 143 pts.

 

10 Guardians – Scatter Laser, Warlock w/ Conceal, Singing Spear – 138 pts.

 

10 Guardians – Scatter Laser, Warlock w/ Conceal, Singing Spear – 138 pts.

 

10 Warp Spiders – Exarch w/ Death Spinner, powerblades, surprise assault, withdraw – 272 pts.

 

3 War Walkers – Scatter Lasers – 180 pts.

 

3 War Walkers – Scatter Lasers – 180 pts.

 

Wraithlord – Starcannon, Brightlance - 160 pts.

 

Total: 1499

The scorpions have been added as an infiltrating tarpit for long range shooters.  I could swap them for 6 Fire Dragons, but I'm not sure I like the idea of having them without a transport.  Other units weapon options have been tweaked a bit as well, and the jetbikes are gone.

-Prax

   
 
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