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Made in gb
Stealthy Grot Snipa





Hey guys, been trying to build up a decent eldar/DE list for friendlies at my LFGS. Aim was mostly a Beta-Strike list that uses the eldar to blow a hole in transports and armour turn 1, followed by the DSing Dark eldar gun boats for infantry mop up.

This will be second force, so I am inexperienced with fielding DE/eldar - Hence why I want to get the list to a reasonable standard before I begin playing.

My improved List: (I hope)
I have broken in down into the list with overall points, followed by reasons why I chose each unit.

Eldar
HQ
Farseer
- 100

Troops
10 Guardians
Waveserpent + Cannon + Scatter laser
Rangers

- 280

Heavy Support
Fire prism + cannon
Fire prism + cannon
3x Warwalker + (Scatter/Lance) or other possibilities

- 480


Dark Eldar
HQ
duke
-150

Troops
10 warriors + Splinter cannon
Raider + splinter rack

- 170

Elite
2 trueborn + shardcarbine + 2 Splintercannons
Venom + splinter cannon

- 126

Total = 1306

This leaves me roughly 200 points for vehicle upgrades and any wargear. I was basically thinking holo-fields on my eldar vehicles, maybe ghost-walk for warwalkers so I can move them into cover; but tbh I might just not need that utility. A Night shield for the venom and raider.

Reasoning for each unit:
Farseer - provides guide and prescience for re-rolls to hit and hopefully doom or fortune.
Guardians - in wave serpent to push up into cover and allow me to field a wave serpent. I chose the scatterlaser for the waveserpent as I thought that it had good synergy with the cannon and shield shot, allowing me to pump out some serious firepower when needed.
Rangers - to sit on an objective, thus either drawing fire (which would hopefully be a waste of fire in terms of points and not shooting at my other units) - have considered putting another 30 points in and just getting another guardian squad.
Fire prisms - these would give me some strong anti-tank turn 1, or if I am against a horde the versatility to put down large blasts. So was intended to allow me to have a more effective force turn 1.
Warwalkers - extra anti-tank support for my fire prisms. Unsure on loadout, as I could go with BL/BL with a re-rolls (guide) to get some strong shots on AV14, or SL/BL for the no need of guide and the ability to have a higher glance and pen rate on AV 10-12 while still being able to shoot at AV14. or SL/SL for good anti horde and AV10-12 with number of shots.

Duke - gives me DS and the (3+) poisoned shots on the trueborn.
Warriors - with raider for a gunboat DS, splinter racks for re-rolls, perhaps keep dark lance, so that I can DS behind enemy lines if they still have many vehicles, for a rear armor shot.
Trueborn - for mass out put of (3+) poisoned shots from carbine and 2 splintercannons.

I did a little math on putting duke with the trueborn or the warriors and it seems that the warriors benefit slightly more from have duke, as with splinter racks they are looking at 18 shots(rapid fire), 12 hits(16 with rack), 8 wounds (10 with rack). whereas trueborn are only getting (on the DS turn) 8.7 wounds which includes the venoms shots at (4+).

Although the benefit of the trueborn is that I can sit at 18" for this output or 36", meaning if needed I can drop them a little further away and with a night shield hopefully still sit outside some threat ranges.

I am thinking that perhaps at 1850 I might be able to make this playstyle more viable, as id be able to field a couple more warrior/raider gunboats.

This message was edited 1 time. Last update was at 2013/12/01 15:22:30


Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.

 
   
Made in us
Executing Exarch





The Twilight Zone

Farseers are good, but where is yours going to go? If you sit in the serpent with guardians, you can't cast powers on your units. The only option is rangers but 5 rangers are not exactly hard to kill. Consider getting a jetbike and some jetbikes to go with(Eldar or dark eldar). Dark eldar jetbikes don't score, but benefit from the dukes dual drug roll, and can attack on the turbo boost. Eldar jetbikes are a bit tougher and score, choose accordingly. You could also take jetbike+mantle of the laughing god. Another alternative is a 20 man guardian blob, or even a support weapon team. You want the seer somewhere durable enough that they can survive 2-3 turns.

Put holofields on all your eldar skimmers. Prisms don't really need chin cannons and work best when kiting long range. I am not a fan of the scatter lance walker combo. Either dual lance, dual scatter, scatter+star, or even scatter+shuri.

The duke is good, and I would take em with the kabbies. Remember if you deep strike, your going to be snap shooting though. Night shields are a must, flickerfields are worth considering if you have points.

Unless you run the duke with the trueborn, take blasters here for anti tank. Your list has a decent balance of both as is, but a bit of extra AT always helps.

Consider adding a ravager. With the duke, you can deep strike and fire all guns, plus they make excellent targets for guide/prescience.

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 gb
Stealthy Grot Snipa





 Dr. Serling wrote:
Farseers are good, but where is yours going to go? If you sit in the serpent with guardians, you can't cast powers on your units. The only option is rangers but 5 rangers are not exactly hard to kill. Consider getting a jetbike and some jetbikes to go with(Eldar or dark eldar). Dark eldar jetbikes don't score, but benefit from the dukes dual drug roll, and can attack on the turbo boost. Eldar jetbikes are a bit tougher and score, choose accordingly. You could also take jetbike+mantle of the laughing god. Another alternative is a 20 man guardian blob, or even a support weapon team. You want the seer somewhere durable enough that they can survive 2-3 turns.

Put holofields on all your eldar skimmers. Prisms don't really need chin cannons and work best when kiting long range. I am not a fan of the scatter lance walker combo. Either dual lance, dual scatter, scatter+star, or even scatter+shuri.
The duke is good, and I would take em with the kabbies. Remember if you deep strike, your going to be snap shooting though. Night shields are a must, flickerfields are worth considering if you have points.
Unless you run the duke with the trueborn, take blasters here for anti tank. Your list has a decent balance of both as is, but a bit of extra AT always helps.
Consider adding a ravager. With the duke, you can deep strike and fire all guns, plus they make excellent targets for guide/prescience.


Ahhh excellent spoting!
Hmm well I was wanting the farseer in a central position if hes on foot, so il be able to cast on my fellow DE come later turns, but I see what you mean about how i will initially be losing his benefit if hes in the serpent. il consider the mantle and jetbike, as I can then push him into cover. Although hes then vunerable :/ Perhaps a footslogging blob, as by the time I DS he'll be much further central.

Ok, il drop the chin cannons, with the warwalkers I was looking at some mathhammer for them and as far as I could tell they seem pretty decent. Although if I drop 1 from the sqadron I could then bring that ravager. Id then run both walkers with dual lances, to keep my Anti-tank up.

Are you sure about the DS shooting being snap? As with the duke I am actually able to disembark after the DS, so if I did I would be shooting assault weapons. If I put the duke with the kabbies id probably keep the trueborn as Anti-infantry (now that i'd bring a ravager). Although, the blasterborn would be a good addition. il have a play around.

The reavers, how would you suggest I run them? Im thinking squad of 6, so I can make use of the double caltrops and 2 heatlances? Now it seems like id be very anti-tank heavy. Maybe leave that and keep them for the bladevane movements. The combat drugs options imo dont massively benefit the reavers, as I always thought keeping them out of combat was more useful (although a charge onto a softened up unit could be nice, especially if I get roll re-rolls to saves from drugs with a pain token, so FNP).



This message was edited 1 time. Last update was at 2013/12/01 18:52:08


Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.

 
   
 
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