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		<title><![CDATA[Latest posts for the thread "1680 Eldar, help me spend the last 80 points, or what!"]]></title>
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				<title>1680 Eldar, help me spend the last 80 points, or what!</title>
				<description><![CDATA[ Eldrad (210)<br /> <br /> Warlock Bodyguard (275)<br /> 10x Warlocks<br /> 1x Embolden, 1x Enhance<br /> Mounted in Wave Serpent with Twin Shuriken Cannon, Spirit Stone (110)<br /> <br /> Fire Dragon Squad (108)<br /> 5x Fire Dragons<br /> 1x Exarch with Dragon’s Breath<br /> <br /> Dire Avenger Squad (162)<br /> 9x Dire Avengers<br /> 1x Exarch, Shimmershield, Powerweapon<br /> Defend, Bladestorm<br /> Mounted in Wave Serpent with Twin Shuriken Cannon, Spirit Stone (110)<br /> <br /> Guardian Squad (110)<br /> 10x Guardian Defenders<br /> 1x Shuriken Cannon<br /> 1x Warlock<br /> Mounted in Wave Serpent with Twin Shuriken Cannon, Spirit Stone (110)<br /> <br /> Falcon Grav Tank (165)<br /> Shuriken Cannon,<br /> Holo-field, Spirit Stone<br /> <br /> Fire Prism Grav Tank (160)<br /> Holo-field, Spirit Stone<br /> <br /> Fire Prism Grav Tank (160)<br /> Holo-field, Spirit Stone<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 16 Dec 2008 19:48:03]]> GMT</pubDate>
				<author><![CDATA[ whitedragon]]></author>
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				<title>1680 Eldar, help me spend the last 80 points, or what!</title>
				<description><![CDATA[ a good combo is crack shot and dragons breath as it auto hits and removes cover saves, i have had great success with it.<br /> <br /> you only have two scoring units, and have tied up too many points in the warlocks, i would halve the squad and buy some jetbikes or harlequins as you really lack assault power.]]></description>
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				<pubDate><![CDATA[Wed, 17 Dec 2008 02:11:53]]> GMT</pubDate>
				<author><![CDATA[ Squig_herder]]></author>
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				<title>1680 Eldar, help me spend the last 80 points, or what!</title>
				<description><![CDATA[ 1680? That's a funny number.<br /> <br /> Pure mech Eldar don't need assault - very few armies can catch you in the first place. Everything happens on your terms. The council is choppy/savey enough to hold out aginst anything with Eldrad's Fortune, but I think even they're unnecessary.]]></description>
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				<pubDate><![CDATA[Wed, 17 Dec 2008 02:23:18]]> GMT</pubDate>
				<author><![CDATA[ Arctik_Firangi]]></author>
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				<title>1680 Eldar, help me spend the last 80 points, or what!</title>
				<description><![CDATA[ <blockquote><div><cite>Arctik_Firangi wrote:</cite>1680? That's a funny number.<br /> <br /> Pure mech Eldar don't need assault - very few armies can catch you in the first place. Everything happens on your terms. The council is choppy/savey enough to hold out aginst anything with Eldrad's Fortune, but I think even they're unnecessary.</div></blockquote><br /> <br /> The army is supposed to be 1750, but I got to 1680 and am at a loss as to what to spend the last 70 points on.  The idea was to have two max seer councils in Wave Serpents, but that leaves almost no points for anything else.  This way, I'm still showing 6 skimmers and still can get the seer council where they need to be.  The troops are never getting out of the wave serpents if they can help it.<br /> <br /> I was thinking of moving some  gear around on the <span class="glossaryitem" onmouseover='gp(25);'>DA</span> exarch, making him a tad cheaper, and dropping the fire dragons, to allow me to get another guardian squad in a wave serpent.  The falcon would then turn into a third fire prism.<br /> <br /> So...<br /> <br /> Eldrad<br /> 10 Warlocks<br /> inna Serpent<br /> <br /> 10 <span class="glossaryitem" onmouseover='gp(25);'>DA</span><br /> inna Serpent<br /> <br /> 10 Guardians<br /> inna Serpent<br /> <br /> 10 Guardians<br /> inna Serpent<br /> <br /> 3x Fire Prism]]></description>
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				<pubDate><![CDATA[Wed, 17 Dec 2008 02:57:48]]> GMT</pubDate>
				<author><![CDATA[ whitedragon]]></author>
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				<title>Re:1680 Eldar, help me spend the last 80 points, or what!</title>
				<description><![CDATA[ Well, couple of options...<br /> <br /> 1. Give the other warlocks Destructor.  <br /> <br /> 2. Go down to 5 warlocks.. 1 enhance, 1 embolden, 3 destructor.  Eldrad and they go in the falcon.<br />     Meanwhile up the fire dragons to 10 and put them in a wave serpent.<br />     <br /> 10 fire dragons may be large and sometimes overkill but good to eliminate marine squads.<br /> <br /> 3. A second farseer or autarch to add to the <span class="glossaryitem" onmouseover='gp(25);'>DA</span> unit.  I like the shield but that keeps them alive it doesn't win close combats.<br /> <br /> 4. Lose the guardians for a second <span class="glossaryitem" onmouseover='gp(25);'>DA</span> unit... more survivable than guardians and probably more lethal.]]></description>
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				<pubDate><![CDATA[Wed, 17 Dec 2008 03:31:22]]> GMT</pubDate>
				<author><![CDATA[ DAaddict]]></author>
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				<title>1680 Eldar, help me spend the last 80 points, or what!</title>
				<description><![CDATA[ You need embolden two times due to the new rule for distributing wounds.<br /> Fire Prisms are pretty unreliable these days. You need to playtest them. I dropped them and replaced them by Fire Dragons in Falcons. <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">]]></description>
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				<pubDate><![CDATA[Wed, 17 Dec 2008 09:37:22]]> GMT</pubDate>
				<author><![CDATA[ wuestenfux]]></author>
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				<title>1680 Eldar, help me spend the last 80 points, or what!</title>
				<description><![CDATA[ How are fire prism's unreliable?  The scatter is relatively small with BS4, and the template hits anything it touches?  I've run three prisms before and I've never even had to link them!<br /> <br /> Shrinking the Council also severely reduces their staying and hitting power, but I guess if they are hanging out in the Wave Serpent the whole game, it doesn't matter?]]></description>
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				<pubDate><![CDATA[Wed, 17 Dec 2008 15:31:49]]> GMT</pubDate>
				<author><![CDATA[ whitedragon]]></author>
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				<title>Re:1680 Eldar, help me spend the last 80 points, or what!</title>
				<description><![CDATA[ Agreed the smaller council does lack the hitting power but your list is primarily there to shoot.  That means in objective games you are going to dive for objectives with speed and, with the exception of the warlocks, avoid close combat.  <br /> <br /> My finding is that the foot council generally will win an isolated combat but usually wins more through attrition (or lack of attrition on their part) rather than outright killing something quickly.  It will be lethal once it is out and charges but without the charge, we are talking 22 attacks at full strength. So say you hit 14 times, wound 12 and are facing marines, that is 4 dead marines now make them some fearless type - cult <span class="glossaryitem" onmouseover='gp(22);'>CSM</span>, Templars... you will have your 500 point unit tied up for 2 or 3 rounds of combat before you wade through a unit of 10.  Yes you won but a 200 point squad just tied up your 500+ point council for 3 rounds of combat.  <br /> <br /> The small council is more of a destructor delivery followed by tying up a valuable enemy unit... whether points or preventing it from your soft squishy tacticals so you can maintain control of an objective.  <br /> <br /> An alternative is to attach eldrad to your shimmer shield <span class="glossaryitem" onmouseover='gp(25);'>DA</span>'s and then run a straight 6 council in the falcon.  If you work closely, Eldrad can still fortune them and he is not at risk.  Meanwhile Eldrad and the <span class="glossaryitem" onmouseover='gp(25);'>DA</span> with a fortune and a doom can make a functional <span class="glossaryitem" onmouseover='gp(19);'>CC</span> unit of their own.]]></description>
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				<pubDate><![CDATA[Wed, 17 Dec 2008 22:42:07]]> GMT</pubDate>
				<author><![CDATA[ DAaddict]]></author>
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