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Made in us
Devestating Grey Knight Dreadknight






Can any eldar players critique this list for me please.  This is the basis that I'd like to build an eldar army around.  But I figured I'd ask the experts before buying.

HQ

Farseer with witchblade/sh pistol, eldritch storm, guide, enhance, and spirit stones(for using both guide and enhance on nearby rangers)  181 pts.

Elites

2X 10 Warp Spiders w/Exarch upgrade.  Exarch tooled up with 2 death spinners, power blades, surprise assault, and withdraw.  604 pts.

Troops

2X 10 rangers 280 pts.

Heavy

3 war walkers 2 with 2 bright lances, 1 with 2 starcannons 300 pts.

Any advice or slaps to my face will be appreciated.

 

 


DQ:70+S++G+M-B+I+Pw40k93+ID++A+/eWD156R++T(T)DM++


 
   
Made in us
Longtime Dakkanaut





If you split up the rangers into five or six small units rather than two big ones, and use the Alaitoc rules, you'd get a whole bunch of disruption table rolls. I don't think you'd have to change anything else in the list either.
   
Made in us
Fresh-Faced New User




A few notes: rangers are 19 points a pop, I think, making 20 of 'em equal to 380.
I think that you have two many upgrades, and not enough stuff.
The trouble with using warp spiders as an assault unit is that you pay too many points for what they do, and you can't use assault with their deadliest weapons, the deathspitter, which happens to be rapid fire. They're great at shooting, but those strength three power attacks coming from the exarch just aren't going to cut for an assault unit. The best tactic I've seen with spiders is to keep 'em to squads of 6, leave the exarch at home, and use 'em for their rapid fire strength 6 guns. Jump in within 1 inches, dakka dakka, and then teleport back out, hopefully behind cover.
For the price that you're apying for the farseer, you could get two. So why not?
For every point you save, you get to get more cool things.

Also, if you have a spare heavy support slot, why not put the warwalkers into seperate squads? You usually don't want the starcannon toting one to be firing with the bright lances, and it'll increase your survivability of the warwalkers in general.

I don't know. It seems as though you're paying too much for too little.
   
Made in us
Regular Dakkanaut





And what is the point limit your looking for.  Adding up what you have already it's 1365 pts.  Is this trying to be a 1500pt army.  You definatly should get yourself two farseers...better to split your powers up rather than putting them all in one basket and having to use an expensive upgrade to be able to use both psychic powers.

This list needs some numbers.  The model count is to low.  While some list can get by with low model count becasue thier stats make them really tough eldar are just not tough.

Something to think about as well is are you able to do enough damage to the enemy to actually hurt them.  With the exception of the warpspiders I see a rather low firepower volume.  Sure during the first turn when you have everything on the board you may be able to concentrate your firepower on something to take it out but after you start to take some casulties your volume of fire is going to drop so rapidly the enemy will laugh in the face of the few spit wads you'll be able to throw at him.

   
Made in us
Devestating Grey Knight Dreadknight






Thanks for the advice guys.  Here is another idea. 

HQ

Farseer with Shur Pistol/witch blade and guide on a jet bike.

with 4 warlocks shur pistols/witch blades on jet bikes.  1 with enhance, the other three with destructor (for three str 5 ap4 templates for weakening up a unit before the initiative 5 assault)  451 pts.

Elites

3 squads of 6 warp spiders each.(no exarchs)  for fire support.  396 pts.

Troops

4 squads of 5 rangers.  380 pts.  (sorry about my bad math skills in the first entry)

Heavy

3 fire prisms each with shur. cannon/prism cannon, crystal targetting matrix and holo field 570 pts.

this brings me up to 1797.  I've got 53 pts. to spare.  Maybe take a bone stock Vyper?  Anyway thanks for the insights into my first list.  I just got the codex and the only thing I really knew for sure about building this army was that I really liked the warp spider models and wanted to incorporate them.  I also really dislike the guardian squads.  Give me a squad of imperial guardsmen any day over eldar guardians, but I do like the idea of sitting rangers in cover and taking advantage of their range.


DQ:70+S++G+M-B+I+Pw40k93+ID++A+/eWD156R++T(T)DM++


 
   
Made in us
Fresh-Faced New User




the fire prism are generally considered inferior to the falcon. They get one big shot, which hits half of the time.
I think that your points would be better spent on three falcons, with just a holo field, and a star cannon.
d3 strength 8 shots, plus 3 strength 6 AP2 is a pretty standard and deadly layout.
You might want to give your farseer fortune to make his squad incredibly tough. A +3/+4 mini seer councul with rerolls is pretty tough to break. They're 450 points for 5 models (!), if you want to have the unit on bike's, I'd reccomend making sure that they are tough to take out.
   
Made in us
Clousseau





Wilmington DE

This is regarding the first list, which was tighter imho.

Farseer: Lose Eldritch storm and spirit stones. Take Runes of Witnessing, ghosthelm, and mind war instead. Much more helpful for when you roll those snake-eyes or boxcars.

Elites: Like the Warp Spiders. Lose Everything off the Exarch except withdraw and MAYBE the powerblades. W/Rapid-fire weapons, you'll never be charging, and the A2 is wasted from the 2xwebspinners since you'll be rapid-firing anyway. Get charged, wait for the end of his assault phase and whip out to shoot again.

Troops: If you're going to go ranger heavy, go Alaitoc, split this up into 5 units of 4, and consider taking a unit of pathfinders. The d-chart will make up for the lack of, well, effective shooting.

War Walkers: Not the most efficient HW delivery system. I'd recommend taking a few  Vypers with starcannons or brightlances (though at BS3, you're better off with the SC), a falcon or two with CMT, Spirit Stone and a starcannon, and/or a wraithlord w/brightlance.All of the above are much, much less fragile, a better points value, and will be able to keep up with your fast moving warp spiders (the exception is the 'lord, which makes for great counter-assault for your static elements)

Just whipped up a quick list using Alaitoc rules:
Farseer: Guide, Fortune, Mind War; ghost helm, ROW, WB, SP
2x10 Warp Spiders w/exarch; hit&run
5x4 Rangers (= 5 rolls on D-chart)
3x1 Vyper w/Starcannon, shuriken cannon
2x1 Wraithlord w/bright lance

Comes to 1500 exactly. Dropping the shriekers gives you the option of putting those powerblades on the exarchs again, giving you some more counterassault. Or drop both 'lords for a falcon and some gribblies.

Bear in mind that, with the rules changing by Thanksgiving, this list is in all likelihood mooted. I'd hold off on buying anything until the new dex came out and just proxy/playtest before that. If you have to buy something, just purchase those things you really like for now.

Hope that helps.



Guinness: for those who are men of the cloth and football fans, but not necessarily in that order.

I think the lesson here is the best way to enjoy GW's games is to not use any of their rules.--Crimson Devil 
   
Made in us
Devestating Grey Knight Dreadknight






thanks for all the help guys.  I just got my new warp spider models.  Going to be playing a game tuesday night using alot of my friends eldar stuff to test out a couple of combinations of these lists.  Then getting down to painting. 

I appreciate all of the ideas and I'll let you all know how things went.


DQ:70+S++G+M-B+I+Pw40k93+ID++A+/eWD156R++T(T)DM++


 
   
 
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