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Made in gb
Dakka Veteran





hi i'm away from my main pc so I don't have the details to hand but I cooked up a 1000pt tourny list for Eldar:

Farseer on bike with spear
2 x 10 guardian defenders with WS SL+ShuriC + holo +SS
8 warp spiders
2 x 3 vibro canons
3 jet bikes

the idea is that the farseer guides the vibros and makes them cause 4 or 5 definate str 10 ap1 hits per turn per target, the spiders go flat out and will loose 2 on average to the warp and basically bounce doing damage but will cause maimage. the jet bikes in reserve as scoring andthe serpents are anti air and general carnage.. drop off defenders if a horde army is there otherwise pick and choose battles for the guardians carefully.

the reason for the post is the 6 vibros. am i missing something about how ridiculously op they are.. in teams of six in low point games they are insane. the farseer guarantees even an anti infantry capacity let alone the dmg verses mechanised. their only downside is the force org slot but i think in low point games that becomes less of an issue. anyway i'd welcome any comments please. thanks
   
Made in us
Executing Exarch





The Twilight Zone

The title of your post is a bit suggestive....ANYWAYS

If your farseer is rolling solo, the mantle of the laughing god is a must. Considering you will probably be camping him back so he can cast guide on the vibros, you won't be running him with any other squads. If you want guide AND prescience you need to be super close, and in that case just drop the jetbike and put him in the batteries. Ld10 buffs the squad, and he benefits from the T7.

Serpents are fine, but the spirit stones are overkill. Since you want vibro cannons for your AT, these are going to be your main troop killing power. Warp spiders are always a solid choice, along with jetbikes.

I doubt you will need two units of vibro cannons, and you misunderstand exactly how they work. They get +1 S and -1 AP for every hit after the first, making them S7 AP4 if one hits, but only S9 AP2 if all three hit. Basically they are either single shot autocannons, missile launchers or lascannons. If you see heavy Armor(Av13+) you are better off with lance or melta. Still, the batteries are good because they are cheap as chips. I would take one unit of vibro cannons and one unit of shadow weavers. That way, you don't NEED guide and prescience, opening your list up to other powers. S6 rending is still solid AT if you need it, but the weavers are better for horde control.

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 fi
Homicidal Veteran Blood Angel Assault Marine





Agreed, one Vibro Cannon squad(ron?) is enough.

But seriously, I love this list.
Simple, effective, not OP and original.

As said, Spirit Stones are kind of lame. Holo-Fields will keep those Serpents alive a bit longer.

But yeah. The Farseer might be more effective on foot with the Cannons.

Suggestion: if you drop the other three cannons, take five Dire Avengers instead.

Why?
a) your Farseer will have bodyguards
b) if someone deep strikes/flanks to your rear, you have a solid countering unit
c) you can keep the home objective while Guardians go to midfield.


To be honest, I was planning something very similar a while ago. I think that Wraithguard provide better AT/anti-TEQ than GJB's so I prefer them

Farseer - 100p
Spiritseer - 70p

Wraithguard - 160p
Guardians - 235p
<Wave Serpent>
Guardians - 235p
<Wave Serpent>

Warp Spiders - 105p
<Exarch with Fast Shot>

Support Battery - 90p
<Shadow Weavers>

(PS. sorry for stealing your thread)

This message was edited 2 times. Last update was at 2014/02/28 08:53:06


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Made in gb
Dakka Veteran





thanks for the feedback, the jetbike on the farseer is supposed to be a end game compromise/roll, far from ideal he represented a small way of joining in any mop up and simply one of increasing his resilience: however if push came to shove he could suicide/ engage any heavy deep strike unit while the batteries potentially reposition to shoot.. just means options.. mobility means options.. also I believe (correct me if am wrong) he can use guide and prescience quite far away he only has to be 12" from *one* of the batteries but he can be 24" from the other..

the last point is the batteries rules - I checked and if I am correct if you re-read Eldar Codex P64 it says *all hits* so it's probably meaning each battery gets about 3 Str9 AP2 (because re-rolled to hits BS4 is 11/12 shots hit) however it then clearly says that 4 hits cannot give more than str 10 ap 1 (which implies 4 hits, which is only possible with multiple batteries) but then it says "from the same shooting unit".. so, much meaning in such small little words, I would say it isn't ambiguous in the end, but it is highly mis-leading. It may be that it is intended to mean str 10 ap1 hits are possible. However *all* hits are resolved at the higher value, they are not stepped
   
Made in fi
Homicidal Veteran Blood Angel Assault Marine





I think I'll have to check that rule again...
I see your point about the Jetseer. Only problem I see is that he lacks survability if he hangs with the Jetbikes in midfield.

And the Jetbikes should be in Reserves as long as possible which would mean no Guide/Presience for first turns.

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1500p

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Made in dk
Tail Gunner





ConanMan wrote:
I checked and if I am correct if you re-read Eldar Codex P64 it says *all hits* so it's probably meaning each battery gets about 3 Str9 AP2 (because re-rolled to hits BS4 is 11/12 shots hit) however it then clearly says that 4 hits cannot give more than str 10 ap 1 (which implies 4 hits, which is only possible with multiple batteries) but then it says "from the same shooting unit"..


Correct, you only count the shots from the same unit, so S9 AP2 at best for a 3 weapon unit, like in the example. The rule tell you it is possible to reach S10 AP1, because it's the 'Vibro' special rule, not a general rule for the support batteries. So other units with access to more than 3 weapons, with the 'Vibro' special rule, could possibly reach S10 AP1, even if there are currently no such units in the Eldar Codex.
   
Made in us
Agile Revenant Titan






Austin, Texas.

And isnt it only one hit that does damage per battery? So if all three hit then you get one total (not one from each) s9 ap 2 hits? Thats how i think it is, but sense i never field these i might be wrong

I do drugs.
Mostly Plastic Crack, but I do dabble in Cardboard Cocaine. 
   
Made in fi
Homicidal Veteran Blood Angel Assault Marine





 ninjafiredragon wrote:
And isnt it only one hit that does damage per battery? So if all three hit then you get one total (not one from each) s9 ap 2 hits? Thats how i think it is, but sense i never field these i might be wrong


Nope, it just means that all hits are S9 AP2.

4000p
1500p

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Made in hr
Screaming Shining Spear






If 3 hit, all 3 are S9AP2, yes. Vibrocannons aren't bad, in fact you get 3 lascannon shots for 90 points on a very tough platform. In any other codex, that'd be an auto-take.
   
Made in ca
Regular Dakkanaut





 ninjafiredragon wrote:
And isnt it only one hit that does damage per battery? So if all three hit then you get one total (not one from each) s9 ap 2 hits? Thats how i think it is, but sense i never field these i might be wrong


That's the way they use to be in the previous codex.
   
Made in us
Agile Revenant Titan






Austin, Texas.

 soomemafia wrote:
 ninjafiredragon wrote:
And isnt it only one hit that does damage per battery? So if all three hit then you get one total (not one from each) s9 ap 2 hits? Thats how i think it is, but sense i never field these i might be wrong


Nope, it just means that all hits are S9 AP2.


cool. Might have to consider them then

I do drugs.
Mostly Plastic Crack, but I do dabble in Cardboard Cocaine. 
   
Made in gb
Dakka Veteran





thanks for all your help. I still like 2 batteries i am a little sad they are not st 10 ap1, but 3 out of 4 battery rounds of shooting should be about str 9 ap2 so long as they are under guide.. what I will agree with is the jetbikes are best held in reserve and the jetbike farseer should be out of LOS .. at least as much as can be.. while providing guide prescience then about turn 4 he can go roam.. thats the idea at any rate


Automatically Appended Next Post:
 Dr. Serling wrote:
The title of your post is a bit suggestive....ANYWAYS


I was thinking of the song by the beach boys

This message was edited 1 time. Last update was at 2014/02/28 20:13:52


 
   
Made in us
Longtime Dakkanaut




United States of America

If you drop the guardians down to avengers, drop the bike/spear, drop 2 warp spiders, you can take another unit of vibrocannons.

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