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				<title>Eldar 1500 p</title>
				<description><![CDATA[ Thinkin' about getting a eldar army. My experience is limited so if someone could comment on my choice of army, i'd be grateful.<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>: Seer council<br /> Farseer, spirit stones, doom, fortune<br /> 7 x Warlocks, 1 x enhance, 3 x singing spears<br /> <br /> Troops:<br /> 10 x guardians, bright lance<br /> <br /> 5 x Pathfinders<br /> <br /> Elite:<br /> Harlequin troupe<br /> 6 x harlequins, 1 x death jester, 1 x shadowseer<br /> 2 x fusion pistol, 3 x harlequins kiss<br /> <br /> 5 x Fire dragons i waveserpent with shuriken cannons and an adittional shuriken cannon, vectored engines.<br /> <br /> Heavy support:<br /> 1 x fire prism<br /> <br /> Fast attack:<br /> 6 x Swooping hawks<br /> 1 x Exarch, sunrifle, skyleap, intercept<br /> <br /> 6 x Warp spiders<br /> 1 x Exarch, deathspinner (assault 4), powerblades, surprise assault, withdraw<br /> <br /> Tactics: Seer council and harlequins can run across the board. the shadowseer prevent anyone from shooting the harlequins up from more than 24 ". My farseer casts fortune on the council every turn, figure with invuln 4+ and rerolls should get me far.<br /> Fireprism shoots heavy infantry units primarily (terminators and so on...).<br /> Pathfinders shoot up heavy <span class="glossaryitem" onmouseover='gp(56);'>hq</span>-guys or medium infantry (pinn them down?).<br /> Hawks skyleap only to resurface behind enemy lines, taking out light infantry, artillery but most essentially big tanks with their grenades (could finre at heavy infantry if farseer is close enough to support with doom).<br /> Same thing with the warp spiders exept they hunt medium/heavy infantry where they can clos in for an assault after a successful shootup.<br /> The firedragons go quickly into the fray hunting tanks and heavy infantry, supported by the serpent.<br /> The guardians is prety much a necessity and they will probebly be ignored, allowing them to hunt down a vehicle with the lance.<br /> <br /> Please comment and help me optimize.<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 8 Jul 2008 19:09:19]]> GMT</pubDate>
				<author><![CDATA[ Dajje]]></author>
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				<title>Eldar 1500 p</title>
				<description><![CDATA[ <blockquote><div><cite>Dajje wrote:</cite><span class="glossaryitem" onmouseover='gp(56);'>HQ</span>: Seer council<br /> Farseer, spirit stones, doom, fortune<br /> 7 x Warlocks, 1 x enhance, 3 x singing spears</div></blockquote><br /> Looks like a soild unit.  If you are planning on getting these guys into hand to hand, you may want to ditch the singing spears.  The first reason is that if you are moving towards hand to hand, you will be running just about every turn and thus have no chance to ever throw a spear.  The second reason is that singing spears are two handed weapons and you can't get the benefit of having 2 close combat weapons in hand to hand if you have a spear.  Now on the other hand, you only have 3 in the squad so it isn’t' crippling to your hand to hand ability to have them around, so you may end up keeping them.  I just suggest that you consider what you think the unit is going to be doing and make sure they are most suited to the job.  As a side note, make sure that whatever you are casting doom on is not the unit that you are going to be getting into hand to hand with.  The entire squad wounds on a 2+ always.  Doom is a waste on their targets.  <br /> <br /> <blockquote class="uncited"><div>10 x guardians, bright lance<br /> <br /> 5 x Pathfinders</div></blockquote><br /> You are a little light on troops which may hurt you when trying to capture objectives<br /> <br /> <blockquote class="uncited"><div>Harlequin troupe<br /> 6 x harlequins, 1 x death jester, 1 x shadowseer<br /> 2 x fusion pistol, 3 x harlequins kiss</div></blockquote><br /> With this unit, you are going to want to make sure everyone has kisses.  Drop the fusion pistols if necessary since you are not likely to be in range to put them to much use anyway.  I'm also not sold on the effectiveness of the death jester yet either.  It seems to me that the squad is going to spend a reasonable amount of time running so the death jester is just going to go to waste.  If you find that your quins are within 24" of the enemy and not running fairly often, then by all means, keep the Jester.  Otherwise, it's probably best to drop him.<br /> <br /> <blockquote class="uncited"><div>5 x Fire dragons i waveserpent with shuriken cannons and an additional shuriken cannon, vectored engines.</div></blockquote><br /> The only time you can fire both the turret and the under slung shuriken cannon is if you move 6" or less.  It seems that this isn't going to happen often (if ever).  So you will probably want to change out your weapons somehow.  You have two options for this.  The first would be to just drop the under slung cannon and keep the serpent cheep.  This way you can move 12", fire the main turret cannons and the under slung catapults.  The other option would be to upgrade the turret weapon to missile launchers and keep the under slung cannon.  This will allow you to fire the cannon as your main weapon and also fire the missile launcher (in plasma blast mode) as a defensive weapon since it will be S4.  <br /> <br /> <blockquote class="uncited"><div>Fast attack:<br /> 6 x Swooping hawks<br /> 1 x Exarch, sunrifle, skyleap, intercept</div></blockquote><br /> Unfortunately, swooping hawks are a really bad unit all the way round.  They are frail and have way too many abilities that temp you to get close to the enemy where they will just kill you.  The fact that hawk guns are S3 doesn't help anything either.  Do yourself a favor and just ditch the unit completely.  <br /> <br /> If you insist on using them, then do yourself a couple of favors.  The first is don't deep strike them.  When you deep strike you drop questionable useful hawk bombs but you also tend to land close to the enemy or (baring that) in a tightly packed formation.  With the resurgence of template weapons that never just miss and go away, that's a very dangerous situation to be in when you are only T3 with a 4+ save.  Second, skip the exarch, or at the very least skip intercept.  While it may sound cool to always hit tanks on a 4+ with your grenades, it isn't all that useful.  For one, tanks are almost always going to be in the enemy back lines and there simply isn't any way for frail hawks to get there.  Sure they jump 12, but then they get shot if there is anything near them.  If they deep strike, they are left sitting wherever they landed for a turn before they can assault.  In either case, you just end up with dead, expensive hawks.  Your best bet with them is to start them off deployed like any other normal unit.  After that, use their fast movement to get to where you are just barely in range to the enemy and fire.  From there, you need to hope that there isn't much return fire coming, because you can't take it.<br /> <br /> <blockquote class="uncited"><div>6 x Warp spiders<br /> 1 x Exarch, deathspinner (assault 4), powerblades, surprise assault, withdraw</div></blockquote><br /> Warp spiders do not belong in assault.  They are S3 and only have 1 attack each.  They are not going to do much if they end up in assault.  Their good armor might keep them from taking too much damage (assuming they are not up against anything with power weapons) but they are simply too expensive to be thrown away like that.  <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 8 Jul 2008 21:49:12]]> GMT</pubDate>
				<author><![CDATA[ Phoenix]]></author>
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				<title>Eldar 1500 p</title>
				<description><![CDATA[ Prisms need to be in pairs at least.  They compliment one another.  Having only one will be a huge target and I can say 99.9% of the time, it wont last past the 3rd turn.<br /> <br /> <br /> <blockquote class="uncited"><div>Fast attack:<br /> 6 x Swooping hawks<br /> 1 x Exarch, sunrifle, skyleap, intercept</div></blockquote><br /> Unfortunately, swooping hawks are a really bad unit all the way round.  They are frail and have way too many abilities that temp you to get close to the enemy where they will just kill you.  The fact that hawk guns are S3 doesn't help anything either.  Do yourself a favor and just ditch the unit completely.  <br /> <br /> This is not 100% true.  I know a guy who plays an army with 3 Prisms, 3 units of Swooping Hawks with (8) in each unit, Skyleep, and an Autarch with wings.  He moves the Prisms 12" each turn, taking out large squads, Skyleep the Hawks, then on the following turn, drop the Grenade Pack on something.  It's rather funny to watch.  They can land on objectives, and almost are never cought by any unit.  It makes a fun list to play against friends in your <span class="glossaryitem" onmouseover='gp(38);'>flgs</span>.]]></description>
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				<pubDate><![CDATA[Tue, 8 Jul 2008 23:23:25]]> GMT</pubDate>
				<author><![CDATA[ Silverwarrior88]]></author>
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				<title>Eldar 1500 p</title>
				<description><![CDATA[ The only time I'd be caught dead in possession of swooping hawks would be if you were playing a target denial list and bouncing them each turn with 2 Autarchs. I would probably only play said target denial list if I was drunk, someone gave me the models for free AND it was a double-dog dare. Oh, and I'd need lots of holo field prisms and wave serpents.]]></description>
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				<pubDate><![CDATA[Tue, 8 Jul 2008 23:51:29]]> GMT</pubDate>
				<author><![CDATA[ zmc]]></author>
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				<title>Eldar 1500 p</title>
				<description><![CDATA[ <blockquote><div><cite>zmc wrote:</cite>I would probably only play said target denial list if I was drunk, someone gave me the models for free AND it was a double-dog dare. </div></blockquote><br /> <br /> What if you were sober and it was a tripple-dog dare?<br /> <br /> Seriously though, hawks are really that bad.  Skip them and move on.]]></description>
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				<pubDate><![CDATA[Wed, 9 Jul 2008 18:03:09]]> GMT</pubDate>
				<author><![CDATA[ Phoenix]]></author>
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				<title>Eldar 1500 p</title>
				<description><![CDATA[ I'd say that tripple-dog dare is an equivalent to a drunken double-dare... But that's only my opinion <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><br /> <br /> Anywho, I've not found Hawks to be useful at all. They're too squishy. Disappointment every time almost.]]></description>
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				<pubDate><![CDATA[Wed, 9 Jul 2008 20:02:10]]> GMT</pubDate>
				<author><![CDATA[ NidMaster40000]]></author>
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				<title>Re:Eldar 1500 p</title>
				<description><![CDATA[ Thanx for the comments. I've adjusted the army and come up with a new idea.<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>: Seer council <br /> Farseer,  fortune <br /> 7 x Warlocks, 1 x enhance, <br /> <br /> Troops:<br /> 10 x guardians, bright lance <br /> <br /> 10 x guardians, starcannon<br /> <br /> 5 x Pathfinders <br /> <br /> Elites:<br /> Harlequin troupe <br /> 7 x harlequins,  1 x shadowseer <br /> 8 x harlequins kiss <br /> <br /> 5 x Fire dragons i waveserpent with shuriken cannons, vectored engines. <br /> <br /> Heavy support: <br /> 2 x fire prisms<br /> <br /> 5 x Dark reapers<br /> <br /> <br /> This new setup gives a tactics of shooting crazy with all but the council and harlewuins who run like hell to close down with the enemy.<br /> <br /> I actually got about 100 p left. Thinking either a closecombat autarch who can hang back with the "shooters" and counter enemy fast assaulters. On the other hand I cound throw in an extra farseer with guide to help them hit. Or drop the extra <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> and opt the other troops (pathfinders, harlequins and warlocks)<br /> <br /> Thankful for reflections.<br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 12 Jul 2008 01:29:37]]> GMT</pubDate>
				<author><![CDATA[ Dajje]]></author>
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				<title>Eldar 1500 p</title>
				<description><![CDATA[ As far as the Swooping Hawks comment... I do believe I did say "FUN".  And the denial idea is the whole point..<br /> <br /> Why the Reapers over another Prism?  You pay 175pts for 5 Reapers when you only pay 160pts for a Prism with Halo-fields..<br /> <br /> I really dont like playing with a Farseer and Warlocks..  I personally think they are a points sink.  A Farseer with Doom/Fortune, or Fortune/Guide is enough.  Hide him.  Let him watch and laugh at the other models..  I've never played against or play tested the Seer council so if you have an idea with them that's fine.<br /> <br /> If you want to run the board with Harlys', I would suggest Falcons over Prism.  Run 3 units of (6) Harlys in a Falcon and call it a day.]]></description>
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				<pubDate><![CDATA[Sat, 12 Jul 2008 04:27:10]]> GMT</pubDate>
				<author><![CDATA[ Silverwarrior88]]></author>
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				<title>Eldar 1500 p</title>
				<description><![CDATA[ That's a bad Silverwarrior 88!  Don't try to convince people to triple up on Prisms!  No biscuit!  Triple grav tanks for heavy support is very vanilla.  Everyone does it, it's not fun for your opponent and after a while it won't be fun for you either.  Variety is the spice of life, and never underestimate Reapers.  They're not the most resilient, but they strike FEAR into the hearts of EVERYONE.  Except pure mech lists.  But they are still quite nasty against most opponents.<br /> <br /> Your <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>/Elites doubleteam is interesting.  It can handle hordes with mass witchblade attacks, and it can handle <span class="glossaryitem" onmouseover='gp(95);'>MEqs</span> with those rending Harlies.  My big worry would have to be Leadership.  One Fear of the Darkness and your assault arm is BONED.  At least, try to find points for Embolden on the warlocks.  But all in all, I think it's a good deal.  The council will run through fire unscathed to tie up opponents, then the Harlies will sweep up the remains.<br /> <br /> I don't like your Troops selection, however.  Guardians with starcannons = no go.  I've tried it, and their two lousy shots are always diappointing.  For me, Defenders are about scatter lasers, since that's the only gun that gives them a really good chance of doing damage.<br /> <br /> <br /> I think this army is based around a solid concept with your council/quin combo.  Prisms will do a good job of supporting them by thinning out hordes and popping transports for them to eat the guys inside.  And Pathfinders aren't a bad choice, they can soften monsters and pin infantry.  But I feel like everything else is poorly synergized.  The Guardians just putter around missing shots in the backfield, and the Dragons jet forward and die, all alone, more likely than not.<br /> <br /> As fun as they are, I might suggest dropping the Reapers, Pathfinders, and also the Guardians, and rethinking your Troops.  What is your main worry with this list?  I'd say it's two fold.  One is that your 16x ultra elite close combat troops will be overwhelmed by a horde.  The other is that transports will protect enemy units from assault, and then they will Fish of Fury you into oblivion.  That said, Defenders are right out, because they are bad anti-horde and middling anti-tank.  Avengers in a Serpent could prop up your anti-horde, for sure.  So could Storm Guardians in big units to tie up the enemy and try to even the numbers a bit.  Or, Storm Guardians could ride Waveserpents carrying Fusion guns to help you pop transports, and then you'd have a 12 strong close combat unit to tie up the guys who fall out of the transports...  <br /> <br /> Hope my ranting helps you <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Sat, 12 Jul 2008 07:18:03]]> GMT</pubDate>
				<author><![CDATA[ Ixe]]></author>
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				<title>Re:Eldar 1500 p</title>
				<description><![CDATA[ I use a units of 5 including an exarch w/skyleap, But I only use them in games where we are going to be on a 4x6 table. On a 4x4 table (usually 1000ps) there isn't enough room to deepstrike out of line of site from everything but your target. In 1500+ point games were it's going to be on a 4x6 table there is plenty of room to drop them where you can shield them from your opponent. For the first few turns bounce them and just drop the grenade packs. or depending on the army let loose with the sun rifle(which is pinning) and the rest of the squads 24" range weapons. ]]></description>
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				<pubDate><![CDATA[Fri, 18 Jul 2008 23:25:43]]> GMT</pubDate>
				<author><![CDATA[ lucullus]]></author>
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