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Made in us
Regular Dakkanaut




CAD
Farseer
3x3 Scatbikes

Aspect Host
3x5 Spiders

Aspect Host
3x3 Dark Reapers with Starshot missles

OR

CAD
Farseer
2x3 Scatbikes
2x5 D Skythe Wraith Guard

Aspect Host
3x5 Warp Spiders

Im definitely leaning towards the second list, as the nids cant really charge D Skyth, any suggestions on how to improve on the list or on what psykic power the farseer should roll on?
   
Made in ca
Foolproof Falcon Pilot




Ontario, Canada

I'd say the first list is better. The D-Scythes in the second list don't have a wave serpent for delivery, which means they'll be fairly weak against:
- Mawlocs - they'll use their deep strike template to do some good damage and "hopefully" mishap to try again later.
- Any FMCs - self explanatory. Flamers can't target em'.
- Hordes. They'll throw a sacrificial unit in first to eat the overwatch, and then charge with something else to taript/kill. You won't really be able to prevent this since you're taking them on foot.


If you're expecting high numbers of MCs/FMCs for the nids, I'd suggest dropping a unit of scatbikes to give the Reaper Exarchs missile launchers for Skyfire and the Spider Exarchs spinneret rifles for guaranteed AP1. That change still works out to exactly 1000 points and will make most of the units in your army able to reliably damage almost everything nids can throw at you. If you're expecting a horde army, then list number 1 is fine as is.

Reaper Exarchs with missile launchers are absolutely insane against FMCs. 2 Strength 7 shots, 2+ to hit, re-rolling against swooping FMCs, AP3, and no jink saves allowed. Even if they've got a Venomthrope/Malanthrope nearby, that's only 5+ cover instead of 2+ jink.

Psychic Powers is a bit of a tough one for this matchup. Normally Telepathy is the way to go, but your Farseer is on foot, meaning he'll have to go with some Reapers and chill in the backfield, or else he'll just immediately die. Invis won't help against Mawlocs, and Psychic Shriek is too short of range to do anything if you're chilling in the backfield with Reapers. I'd probably go with Divination and use him defensively. Foreboding is good if you're gonna get charged, forewarning will help protect against Mawlocs, Perfect Timing will help counter Malanthropes/Venomthropes, Precognition is meh, Misfortune would be useful to your scatbikes, and Scrier's gaze is meh. Prescience is useful to your scatbikes, but you'll have to keep them in range. Alternatively, you could give the Farseer a bike and spiritstone of anath'lan instead of giving the spider exarchs spinneret rifles, and then take Telepathy or runes of fate on your Farseer since he'll have the mobility to be more offensive.

This message was edited 2 times. Last update was at 2016/03/14 02:20:17


 
   
Made in us
Tunneling Trygon






While Spiders are good, keep in mind that they can not Flickerjump away from a hungry Mawloc. And if I'm not mistaken, can't Flicker away from Psychic powers. While they're friggin awesome against other armies, I haven't had a lot of trouble crunching them in the other phases and shooting the Jetbikes in the shooting phase.

That said, I agree List 1 is better. You have a whole lot more shots than Nids can match. Expect 2+ Flyrants and 2+ Mawlocs. The Reapers should have a very good chance at clearing all that away though and the Scatbikes should have board control like Rippers can't match. I'd say that the Reapers are the most important thing to include though for this match up.
   
Made in us
Regular Dakkanaut




Thanks for the tips! I think the missile launcher is a good idea! Any opinonsof the powerblades on warpspiders?


Automatically Appended Next Post:
or instead of a farseer i could take an Archon on a bike with a powerlance and banshies mask

This message was edited 1 time. Last update was at 2016/03/14 03:38:21


 
   
Made in ca
Foolproof Falcon Pilot




Ontario, Canada

 SharkoutofWata wrote:
While Spiders are good, keep in mind that they can not Flickerjump away from a hungry Mawloc. And if I'm not mistaken, can't Flicker away from Psychic powers.
They can flickerjump away from witchfires, but not maledictions. Flickerjump activates "whenever they are targeted for a shooting attack".

I'd avoid powerblades on the Exarchs. You want your warp spiders to be shooting, not in combat, and chances are if they do get into combat, they're not gonna do a whole lot before dying. The AP won't really be needed when they're fighting gaunts, and when they're fighting MCs they're wounding on sixes anyways so they're not likely to do much. 20 points is also pretty expensive.

The Autarch (Archons are Dark Eldar) probably won't be very useful against Flyrants or hordes. He might be able to pick off a walking MC though. You've got nothing to take advantage of his reserve manipulation. I'd personally stick with the Farseer and either put him with reapers to cast buffs, or put him on a jetbike with some windriders to cast offensive spells.

This message was edited 1 time. Last update was at 2016/03/14 05:29:01


 
   
Made in us
Regular Dakkanaut




Okidoki! Thanks for the tips!
   
 
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