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![[Post New]](/s/i/i.gif) 2013/08/14 05:03:57
Subject: Newly adapted 2k Eldar
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Stalwart Space Marine
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This is a take on an old list I used to run back in 5th. Used to run a warlock council instead of scorpions so that I had a unit with invulnerable saves but since council can't take serpents anymore I had to improvise. Yriel rides with the Shimmershield avengers to try and make a pseudo-combat squad, and at least I'll get some kind of save if I have to use the eye of wrath. Plus the automatic ambush of blades with 30 dire avengers around is nice.
Prince Yriel -- 140
Farseer - Singing Spear -- 105
10 Dire Avengers -- 130
Wave Serpent - TL Scatter Laser, Shuriken Cannon, Holo-Fields -- 145
10 Dire Avengers -- 130
Wave Serpent - TL Scatter Laser, Shuriken Cannon, Holo-Fields -- 145
10 Dire Avengers - Exarch, PW + SS -- 160
Wave Serpent - TL Scatter Laser, Shuriken Cannon, Holo-Fields -- 145
10 Striking Scorpions - Exarch, Crushing Blow, Scorpion's Claw -- 220
Wave Serpent - TL Scatter Laser, Shuriken Cannon, Holo-Fields -- 145
5 Fire Dragons -- 110
Wave Serpent - TL Scatter Laser, Shuriken Cannon, Holo-Fields -- 145
Fire Prism - Holo-Fields -- 140
Fire Prism - Holo-Fields -- 140
Thoughts?
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![[Post New]](/s/i/i.gif) 2013/08/14 06:27:00
Subject: Newly adapted 2k Eldar
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Regular Dakkanaut
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Seems to be lacking any real threat, dire avengers don't seem to be worth taking in full squads, they are mostly just cheap access to wave serpent, which btw is the only real threat in yourarmy and while very good probably wont win you the game.
Fire dragons are a little over priced IMO and not worth taking
Yriel is basically wasted points he will not do much a second farseer would be much better.
Scorpions are ok, but not ideal. I'd take warp spiders instead.
Guardian jetbikes are one of the best troops in the game, I would include 1 or 2 small squads for scoring purposes and harassment
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2000+pts
23-0-2
5-1-2
still building slaanesh army! |
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![[Post New]](/s/i/i.gif) 2013/08/14 12:32:21
Subject: Newly adapted 2k Eldar
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Executing Exarch
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A lot of the changes to 6th and the new dex shook up the old 5th edition lists. Yriel took a huge hit in power now that he can't throw his spear and it is AP3. He is also even easier to kill in assault having to re roll saving throws of 6 and no reliable way to get fortune. The guaranteed warlord trait is nice, but not that nice.
Farseers as well got a nerf with random powers and not being able to cast from within transports. Their powers are okay, but being meched up they won't see use for a couple of turns. I have started to run spiritseers over farseers in mech as they are cheaper and their powers are direct benefits to the squad. I don't need the spiritseer to use anything till the squad gets out and does their thing.
Most people write off dire avengers as subpar, and with the new edition the old DAVU is back. However, I think they can be used in 10 man squads in serpents(most people run 10 on foot) but you have to make use of their benefits over guardians, which largely do the same thing. With extra range, armor and leadership avengers are better at surviving and kiting, while guardians just go in, kill stuff and die. Play to this strength if you want avengers. The Shimmershield is good if you expect a lot of low AP.
Since scorpions can't assault out of a serpent anymore, taking them in one is risky, but does keep them safe. When you get out, you can use cover and dakka pistols and charge the next turn, with stealth and 3+ armor you will be okay most of the time. Drop crushing blow, as you wound most things on a 2+ already, but take monster hunter. Most of the things you won't wound on a 2+ are MC's, and the benefits of the power impact the whole squad for shooting and assault. For how cheap it is, it makes the squad very lethal against MC's.
Agreed that fire dragons are expensive and not what they used to be, but they are not terrible. However, you might want to consider wraithguard in their stead. If you take a spiritseer, these are now troops and they do the same job(but better with a spiritseer boosting them)
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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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![[Post New]](/s/i/i.gif) 2013/08/14 13:37:13
Subject: Newly adapted 2k Eldar
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Stalwart Space Marine
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Should have mentioned this but the theme of the list is the all-grav tank idea. Everything I run either in a tank or is a tank. I'm not totally against jetbikes but units on foot (warp spiders/hawks) are completely out.
I can see how fire dragons got worse...they took a 20 point increase on a suicide unit. I'll think about wraithguard.
Good points on the scorpions. Like I said I'd rather run a council but you can't mech them up, and I don't own a bike-council. Dropping crushing blow for monster hunter seems smart, I overlooked that it hits the whole unit. Mucho-useful.
I'll test out the dire avengers for myself, but why does everyone keep saying Yriel is poop? Cursed sucks, but you only reroll once, right? (can't reroll a reroll...) Also for 70 points over a regular autarch you get.....
- guaranteed warlord trait
- +1 wound, initiative, and attack
- the eye of wrath
- AP3 fleshbane/armorbane in CC
Is that really so bad?
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