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Eldar 500-1000pts What's better orders? or Powers? Deciding Battle Need some help please.  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in nz
Deadly Dire Avenger





My Mate and i are organising a battle to decide between us what is ultimately better, IG orders or the psychic powers of the eldar.

I am using the Codex: Eldar Craftworld Extension, everyone at my club is ok with me using even though it is makes some things OP, I am using Biel-Tan, which makes all aspects but Shining Spears, troops while making guardians, rangers, jetbikes and vypers elites.

My current list is this:

HQ:
Eldrad Ulthran 210

Troops:
Striking Scorpions 96
Exarch 12
Chainsabres 5
Shadowstrike 20

Firedragons 96
Exarch 12
Tank Hunters 15

Dire Avengers 120
Exarch 12
Dual Catapult 5
Blade storm 15

Heavy Support:
Wraithlord 90
brightlance 40


Current Total Pts: 748

I will happily admit I am not a very experienced Eldar player (or very experienced at 40K for that matter) So any hints/tips/advice would be wonderful. Feel free to blitz my current list if you think it needs changes. My mate is thinking of including sentinels so i do wish to have atleast one anti-armour/tank element. Thanks heaps in advance


Automatically Appended Next Post:
Anyone?

This message was edited 2 times. Last update was at 2012/05/18 02:44:02


"The Stars themselves once lived and died at our command, and yet you still dare oppose our will."
Ulthwe all the way man
3000pts 
   
Made in us
Executing Exarch





The Twilight Zone

First, you cant post individual point values for units and upgrades . Just the total price of the unit. Forum rules.


HQ
Eldrad is pretty nasty, and I understand you want to test psychic powers against orders, but he is a HUGE point sink. A cheap guide or doomseer would probably be better, but if you are dead set on testing powers vs orders, It is better to run eldrad than a decked out seer.

Troops
Drop the chainsabers on the scorpion exarch. They are the absolute worst upgrade you can give him, because you lose his anti armor ability. A biting blade costs the same and will shred armor. You should be winning combat no problem against most IG units, re rolling a few hits and wounds wont matter. Not a huge fan of scorpions, but outflanking and assaulting something they can be quite potent.

Drop the dragons for some war walkers with scatter lasers. These can provide anti armor or anti infantry fire at range and are far more survivable. A pair throws out 16 S6 shots. Re roll with guide, and your doing serious damage.

Dire avengers are solid. I would drop bladestorm, as you probably want to be shooting every turn. Guide+doom should mincemeat any guard unit no problem. Take defend, and give your exarch a shimmershield and power weapon. Shoot as your run up the board and get into assault. You will trash any guard unit in CC with this unit easy with psychic support.

Give the wraithlord an eml, and make sure he has dual flamers. He will massacre guard in CC, as only walkers and powerfists can harm him(and only on a 6), but is unlikely to get there as he will likely be shot down. Having no tanks or other large target, he will catch every autocannon, missile and lascannon your opponent has.



This list should work much better.

HQ
Eldrad-210

Troop
ScorpionsX5. Exarch w/biting blade, shadowstrike-117

AvengersX10. Exarch w/shimmershield&power weapon-147

Heavy
Wraithlord w/dual flamers, Lance,EML-155

War walkerX2. Dual scatter lasers each-120

The most important rule of 40K-Page XVII of the 6th edition rulebook, the figure at the top right of the page. "Shake hands with your opponent and thank them for a good battle and fun experience." Then go out for a beer.
Shine bright like Iyanden  
   
Made in nz
Deadly Dire Avenger





ok cool Thank you very much I will make the changes now.

Edit: Added a space in between I and Will

Edit: Oh I Did not know that sorry, I better go read the rules again.

This message was edited 3 times. Last update was at 2012/05/18 20:32:28


"The Stars themselves once lived and died at our command, and yet you still dare oppose our will."
Ulthwe all the way man
3000pts 
   
Made in us
Perfect Shot Black Templar Predator Pilot





The Veiled Region

Bring a Farseer with Guide/Doom/Spirit Stones and stick him with those Dire Avengers. You need 2 Wave Serpents, one for the Dire Avengers and one for the Fire Dragons. The Wraithlord is kinda outta place, and since he has Wraithsight you would need a Psyker to keep him moving reliably. I would say drop the Wraithlord and add in 3 War Walkers and Outflank them.

Additionally, you currently only have 1 Troop choice. I run 6 x Guardian Jetbikes w/ 2 Shuriken Cannons as my second troop choice. T4 w/ 3+ SV and 2 Cannons that can JSJ, not bad at all. 24" movement for late game point capture. I would also agree the Chainsabres aren't the best thing, and 5 Striking Scorpions in a 1,000 point game isn't going to last long or do much. They are expensive from the get go, if you wanna use them invest more points.

Also, I would suggest not playing your Codex Extension until you can win with the regular Codex. When you are learning the game, making it easier is not the thing to do. You want to learn the real codex and the real game before using anything you start out by claiming is OP.

This message was edited 2 times. Last update was at 2012/05/18 20:22:57


 
   
Made in nz
Deadly Dire Avenger





Unfortunately I do not have 2 waveserpents, 3 war walker or any jet bikes for that matter I should have posted that I don't have much eldar models, and you are correct I should probably learn how to use the actual codex fully before adding the extension. But Thanks for the advice it's appreciated

This message was edited 1 time. Last update was at 2012/05/18 20:32:07


"The Stars themselves once lived and died at our command, and yet you still dare oppose our will."
Ulthwe all the way man
3000pts 
   
 
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