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![[Post New]](/s/i/i.gif) 2013/09/06 18:14:29
Subject: Constructive Criticism requested to improve 2000 pt Eldar TAC List
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Shrieking Guardian Jetbiker
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Hello everyone. I've used this list a few times but feel as though it could be improved. Aside from reducing the dire avengers, however (or increasing them?), I'm unsure where to move points around. Any advice is welcome.
HQ:
Farseer: Jetbike, Spirit Stone, Singing Spear
Spirit Seer
Elites:
Striking Scorpions x8: Exarch /w Claw and Chainsword, Crushing Blow (Add monster hunter here?) (Joined by Spirit Seer)
Wave Serpent: TL SL, SC, HF
Troops:
Guardians x10
Wave Serpent: TL SL, SC, HF
Dire Avengers x7
Wave Serpent: TL SL, SC, HF
Windrider Squad x6: Warlock /w Spear, 2 SC (Joined by farseer)
Fast:
2x Warp Spiders x6
Heavy Support:
2x War Walkers x2: 2 BL each
Dark Reapers x5: Exarch /w Fast shot and Night vision
ADL + Icarus Lascannon (manned by dark reapers).
Currently sitting at 1992/2000. Automatically Appended Next Post: My thoughts:
Remove Spiritseer and...
1) Boost windrider squad to 9, add a third SC
2) Make Dire Avengers 10 man
3) Make Dire Avengers 5 man and use points to either increase war walker squads, increase reapers, or add a 4th troop.
4) Consider adding an Autarch on bike for the jet squad for a fusion gun and/or close combat option? I know you don't want them to ever be in any kind of combat, but sometimes the safest place a unit can be is locked in CC for a turn.
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This message was edited 1 time. Last update was at 2013/09/06 18:17:49
"Russ - This guy is basically werewolf Dick Cheney. No pity at all."
-Vulgar, because it was too funny not to steal |
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![[Post New]](/s/i/i.gif) 2013/09/06 20:13:27
Subject: Constructive Criticism requested to improve 2000 pt Eldar TAC List
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Executing Exarch
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I would drop your spirit stone of whateverthatdudesnameis. The only powers you ever want that can use it are fortune, invisibility or hallucination (eldritch storm depending on opponent). The odds of rolling those are slim, and if you get any of them, it is usually worth dropping the 2 charges to cast.
The scorpions should always have monster hunter, it is a steal for the points. It makes the squad easily capable of rolling a tervigon, most deamon princes, and anything not T8. You can also drop crushing blow.
Your lack of troops is a bit worrying, and although spiritseers rock I would second dropping him. The scorpions don't gain all that much, and the spiritseer benefits wont pay off for a couple of turns. Another walker would be my pick.
Consider dropping your avengers to 5 bodies and maxing out your scorpions.
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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) 2013/09/06 20:17:31
Subject: Constructive Criticism requested to improve 2000 pt Eldar TAC List
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Shrieking Guardian Jetbiker
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Thanks for the input Serling.
Why the scorpions and not the walkers or spiders? Automatically Appended Next Post: Also I like the stone because I have a stunning propensity to roll invisibility and I enjoy using against pretty much anyone but Tau lol.
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This message was edited 1 time. Last update was at 2013/09/06 20:24:30
"Russ - This guy is basically werewolf Dick Cheney. No pity at all."
-Vulgar, because it was too funny not to steal |
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![[Post New]](/s/i/i.gif) 2013/09/06 20:24:45
Subject: Constructive Criticism requested to improve 2000 pt Eldar TAC List
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Executing Exarch
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Spiders can get the job done in small squads, although a full group on foot can be useful as well. The third walker for one squad is good enough, and dropping 2 avengers+stones won't net you another walker, but 2 avengers nets you full scorpions. Assault units need every body they can get, and MH is a force multiplier, so the more the merrier. The regular scorpions are basically an escort for the claw, but the squad fights well based on weight of dice. You can add a couple of spiders if you want though. It comes down to personal preference. Also, if your going for invis out the gate, I can understand keeping the stone. Telepathy has a 1 in 3 shot of getting you a 2 charge power, and both are awesome.
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This message was edited 2 times. Last update was at 2013/09/06 20:25:54
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) 2013/09/06 20:51:46
Subject: Constructive Criticism requested to improve 2000 pt Eldar TAC List
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Shrieking Guardian Jetbiker
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I tend to start with telepathy, then spend the second one on fate or telepathy, and then the third on fate or divination depending on what I get.
I went with maxing out the scorpions and an extra BL walker in 1 squad though. I think if I keep the 3 man squad on the board in the beginning, and then outflank the other 2 man group, the total of 10 bright lances can REALLY hurt whatever I'm pointing them at lol.
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"Russ - This guy is basically werewolf Dick Cheney. No pity at all."
-Vulgar, because it was too funny not to steal |
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