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Hey guys, I wanted to get alittle feedback on a list I've been designing for Eldar. It uses the new doom of mymera book (which if you don't have a copy, you are wrongly playing competitive 40k). All jokes aside...
I like this style of list because it has an extremely strong alpha/beta strike that can cripple most oppoenents on the drop. I have had a few test games, including a smaller tournment with a different slight variety of this list. But I keep coming back to this style of play with the mass MSU units instead of extremely hard hitters.
Pale Court Detachment - Aspect Lord-Shrine and Halls of Martial Splendour
Autarch - Warp Jump Generator, Fusion Gun
5 Warp Spiders - Exarch
5 Warp Spiders - Exarch
5 Warp Spiders - Exarch
Auxillary - Wasp Phalanx
1 Wasp Assault Walker - Starcannnon, Scatter Laser
1 Wasp Assault Walker - Starcannnon, Scatter Laser
1 Wasp Assault Walker - Starcannnon, Scatter Laser
1 Wasp Assault Walker - Starcannnon, Scatter Laser
1 Wasp Assault Walker - Starcannnon, Scatter Laser
1 Wasp Assault Walker - Starcannnon, Scatter Laser
CAD - Eldar Corsairs
Corsair Prince - Cloud Dancers, Traveler of Forgotten Paths
1 Corsair Assault Wasp - Star Cannon, Scatter Laser, Void Burner
1 Corsair Assault Wasp - Star Cannon, Scatter Laser, Void Burner
1 Corsair Assault Wasp - Star Cannon, Scatter Laser, Void Burner
3 Corsair Cloud Dancers - 2 Scatter Lasers
3 Corsair Cloud Dancers - 2 Scatter Lasers
3 Corsair Cloud Dancers - 2 Scatter Lasers
3 Corsair Cloud Dancers - 3 Splinter Cannons
3 Corsair Cloud Dancers - 3 Splinter Cannons
1 Hornet - 2 Pulse Lasers
1 Hornet - 2 Pulse Lasers
1 Hornet - 2 Pulse Lasers
Inquisition Detachment
Inquisitior - 3 Servo Skulls
The 6 games I have played with this varient of the list I have gone 4-2. The two loses I have had were against a raven guard army that siezed on me beating me out barley on turn 6. And the other I definately struggled against heavy cover utilizing armies like war convo due to the fact that I have to fight 2+ cover saves on the turn I drop and usually the turn after. In the rest of the matches with the amount of units that I have that are highly mobile by either deep striking or pure speed I have been able to control the board with ease. Against mobile death stars I have been able to give them a few bait units while keeping my most important units safe through reserve munipulations such as the webway and autarch.
Any feedback is helpful I'm playing in a tournment in a few weeks which give me plenty of practice time but I wanted to gain some insight from other players as well.
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