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				<title>Eldar - 3k Apocalypse scale (with force guidelines)</title>
				<description><![CDATA[ Here is a proposed 3k list for an <span class="glossaryitem" onmouseover='gp(7);'>Apoc</span> game with certain guidelines, as follows:<br /> <br /> Must use <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> and 40%+ troops, 25% or under for any other choices. The idea of this is to pretty much fill up the <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> chart, whilst keeping things relatively balanced out, along with beefing up the units to the waazoo to make things interesting. Thus I present the following list for disembowelment:<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>:<br /> <br /> Autarch - Jetbike, Laser Lance, Mandiblasters (attached to Shinging Spears)<br /> Seer Council - 8 inc Farseer; Jetbikes - Doom, Fortune, S.Stones; 5x Destructor, 1x Embolden, 1x Enhance, 7x S.Spear, 1x Witchblade (on Warlock as the higher <span class="glossaryitem" onmouseover='gp(14);'>BS</span> on a Seer is more suited to using the Singing Spear effectively)<br /> <br /> Elites:<br /> <br /> Fire Dragons - 6 inc Exarch - Dragons Breath Flamer, Crack Shot (for close encounters +multitasking - mounted in Night Spinner)<br /> <br /> Troops:<br /> <br /> Dire Avengers - 10 inc Exarch - Dual S.Catapults, BladeStorm, Defend; Wave Serpent w/ Spirit Stones, <span class="glossaryitem" onmouseover='gp(126);'>TL</span>-<span class="glossaryitem" onmouseover='gp(461);'>EML</span> <br /> Dire Avengers - 10 inc Exarch - Dual S.Catapults, BladeStorm, Defend; Wave Serpent w/ Spirit Stones, <span class="glossaryitem" onmouseover='gp(126);'>TL</span>-<span class="glossaryitem" onmouseover='gp(461);'>EML</span> <br /> Jetbike Squadron - 6 - 2x Shuriken Cannons<br /> Jetbike Squadron - 6 - 2x Shuriken Cannons<br /> Jetbike Squadron - 6 - 2x Shuriken Cannons<br /> Jetbike Squadron - 6 - 2x Shuriken Cannons<br /> <br /> Fast Attack:<br /> <br /> Shining Spears - 5 inc Exarch - Star Lance, Withdraw<br /> Warp Spiders - 10 inc Exarch - Power Blades, Dual-Death Spinners, Withdraw<br /> <br /> Heavy Support:<br /> <br /> Fire Prism - Holo-Fields, Spirit Stone<br /> Fire Prism - Holo-Fields, Spirit Stone<br /> Night Spinner - Holo-Fields, Spirit Stone<br /> <br /> Total - 3000 Points<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> - 23.3%<br /> <span class="glossaryitem" onmouseover='gp(555);'>EL</span> - 3.8%<br /> TR - 40.1%<br /> <span class="glossaryitem" onmouseover='gp(35);'>FA</span> - 16.3%<br /> <span class="glossaryitem" onmouseover='gp(57);'>HS</span> - 16.7%<br /> <br /> Models - 80<br /> <br /> Overview: Essentially Spears with Autarch move up fast with Seer Council in front (Fortuned) with the Jetbikes in tow (this makes the Hammer so to speak). Spears leapfrog with the Seer Council for Assault purposes, Jetbikes sitting 12-24" away for target softening etc. Spears act as mop up assault once the Council has flamed the bejesus out of whatever unit the Seer has just Doomed and the Jetbike Cannons have let rip at, the Council also has 7 Singing Spears to deal with Armour, alongside the Starlance. Dire Avengers / Spiders follow close to the Hammer and can tarpit if really needed, which is unlikely, with the Spiders adding anti-horde firepower and counter-assault capabilities <span class="glossaryitem" onmouseover='gp(269);'>id</span> the <span class="glossaryitem" onmouseover='gp(25);'>DA</span>'s get into strife. Fire Prisms target armour of opportunity and try to keep large blasts capable units and armour negated. Night Spinner with Dragons act as harassment unit for initial horde control (as it can stay out of <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> to fire) and Fire Dragons move in on Armour or assist with mop up as required with their re-roll to wound heavy flamer of happiness - or punch holes in tanks, whichever presents itself, a cheap flexi-unit if you will. <br /> <br /> My concerns are I'm not sure I have enough units in there, but my conflicting thought on this is that they can outmaneuver with most of the army having either dedicated transports, rediculous saves or a free 6" assault move to get into cover (which I will be using wisely). Most if not all units have multitasking down with Spears/Destructor + Lances and S.Cannon / Prism fire for support. If I can keep the center of gravity working for the force, whilst keeping it in cover, or at least making good use of it, I believe I can severly cripple most enemy forces and quite easily contest objectives I haven't completely claimed by endgame. Somehow i'm feeling the Nightspinner with Flexi-Dragons is more of a gimmick, but adds an element of fun to the force - yet still effective if used right.<br /> <br /> Thoughts? Suggestions?]]></description>
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				<pubDate><![CDATA[Tue, 26 Aug 2008 13:31:51]]> GMT</pubDate>
				<author><![CDATA[ Morachi]]></author>
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				<title>Eldar - 3k Apocalypse scale (with force guidelines)</title>
				<description><![CDATA[ Hey, just how does the fire dragon flamer/crackshot go anyway? Have you played this list? It's certainly an interesting idea as an alternative to having a slightly longer ranged meltagun. Like five isn't enough in the next round anyway.]]></description>
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				<pubDate><![CDATA[Wed, 27 Aug 2008 08:42:21]]> GMT</pubDate>
				<author><![CDATA[ Arctik_Firangi]]></author>
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				<title>Re:Eldar - 3k Apocalypse scale (with force guidelines)</title>
				<description><![CDATA[ I've not used this list yet, still refining it to be honest, but i'd imagine the Dragon's Breath FLamer would act much the same as the Warlock Destructor on a Doomed unit i'd say, which should be pretty effective against hordes and relatively nasty vs anything else, especially with regards to wounding.]]></description>
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				<pubDate><![CDATA[Wed, 27 Aug 2008 08:50:35]]> GMT</pubDate>
				<author><![CDATA[ Morachi]]></author>
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