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Made in gb
Flower Picking Eldar Youth




Ok Im getting into Eldar and the first thing I did was by 2 battle box's, and Im basicly trying to wright up a list with what was in the boxs.
My freinds mostly play SM lists so thats what im up against 9 times out of 10
Here is what Im thinking at the moment:

Farseer
Doom
Fortune
Spirit Stones

8 dire avengers
Exarch with 2 avenger SC
Bladestorm
Wave serpent + Bright lance and Shuricken Cannon

6 dire avengers

5 Rangers
Pathfinder upgrade

2 War walkers with Missle launchers

747pts

Any advice would be welcome

on the roll of a 6...
 
   
Made in us
Regular Dakkanaut







In this size list Eldar should have an advantage with volume of fire. Focus on Scatter lasers for your vehicle weapons. Brightlance on the WS can only ever get one wound or hit on vehicle odds aren't in you favor. EML is a slightly better and cheaper choice. The risk is you otherwise don't have anything that can easily take out a Landraider. in this case I would suggest swap the pathfinders for fire dragons. plus FD will kill termies very well.

   
Made in us
Gore-Soaked Lunatic Witchhunter







If you're trying to write a list based on just the Battleforces, you probably want to keep the Guardians on hand for more cheap heavy weapons instead of going and buying Pathfinders, they aren't all that useful this edition.

You shouldn't worry too much about a Land Raider or Terminators in a 750pt army unless you're facing down Grey Knights; can you tell us a bit more about what sort of lists your Space Marine-playing friend uses?

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
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Made in gb
Flower Picking Eldar Youth




He is thinking of running a Logan wing but to be compleatly honist I have no idea what that is going to be like to play against.
umm also the bright lance on the wave serpent was acidentaly glued on... but I can always build the other one from the other battle box.
I should say that my freind has been playing Space woles a bit longer than I have been playing eldar, and has a few more models than are listed here but I cant remember them all,
these are the most common ones.

Razorback
Twin linked plasma gun
Single Lascannon

Dreadnought
Multi melta
Dread close combat weapon
Heavy flamer

2 drop pods with Death wind missle launchers

As for infantry he uses:
Rune priest as his HQ
Wolf tail talisman and wolf neckless

10X2 Greayhunters with a flame thrower and plasmagun.
also sorry about this but i didnt list that the bright lance on the wave serpent is Twin linked

As for guardians arnt they a bit squishy?
I switched off playing Black templars so this is my first non space marine army (gotta be honist the difference between a 3+ and a 4+ is more than i thought it was )
He is more ranged focused at the moment about a month ago his space wolves squads all had mark of the wolfen and power weapons

This message was edited 1 time. Last update was at 2012/05/21 17:32:15


on the roll of a 6...
 
   
Made in us
Grovelin' Grot



Racine, WI

Well you got the War Walkers down, but definitely lose the pathfinders. At 750 points, spending 100 points on them is too much, especially for how small their damage output is. Just a heads up for the future, I would say that Eldar Wave Serpents are the best transports in the game. Make sure you use both of the ones you have.

Also, with your Farseer, seeing as how you're going against Space Marines a lot, I would advise taking Runes of Warding. That means that it's going to be a lot tougher for those Librarians to use their powers, especially since they use two powers.

As for the Guardians speculations, yes they are squishy...like super squishy, but they're also a cheap unit that can hold objectives, sit in the back, and shoot their heavy weapon.

So to sum it up, I would advise losing the Pathfinders and either a) putting in another Wave Serpent for the second DA squad, or b) add a third War Walker to the squadron. At 750 points, three War Walkers are a LOT to deal with.

This message was edited 1 time. Last update was at 2012/05/21 18:41:56



 
   
Made in us
Executing Exarch





The Twilight Zone

HQ
If you are running two powers on a farseer at lower point levels, it should be guide and doom. You have some BS3 units that could use it, and doom is all around amazing. Do take runes of warding, as rune priests are a real pain. A singing spear is a cheap way to get some more anti tank at range should you need it.

Bladestorm is a force multiplier, so make sure you have a full squad of avengers if you are looking to use it. A full bladestorm should wipe a gray hunters squad off the board, with the serpent firing to pick off any that remain.

I would throw in ten guardians with a scatter laser for anti infantry/light armor. Keep the farseer with them and give him guide(even cheaper than doom) to guide the walkers missiles so you can pop that dread and razorback. If the walkers fall, guide the guardians.

Farseer. Guide, doom, spirit stones, runes warding-125

Dire'sX10. Exarch w/dual cats, bladestorm. Wave serpent w/shuriken cannon, TL cats-252

GuardiansX10. Scatter laser-95

GuardiansX10. Scatter laser-95

War walkersX2. Dual missiles-140

720

That gives you 30 points to play with, and seriously increase the output of fire from your army. You could even throw those brightlances back on the serpent if you really wanted to, or give it a chin cannon, or go get a warlock with embolden for a guardian squad, so the farseer can re roll failed psychic tests.

This message was edited 1 time. Last update was at 2012/05/21 21:56:08


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  
   
 
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