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		<title><![CDATA[Latest posts for the thread "Help with eldar army; tactics etc..."]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Help with eldar army; tactics etc..."]]></description>
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				<title>Help with eldar army; tactics etc...</title>
				<description><![CDATA[ This is what I am looking at ; first I want to play something very mobile. I have some questions though. If a Warlock joins a squad can he fire a support weapon per the rules of character upgrades or independent characters joining a squad? <br /> <br /> Anyway this is a idea of what I would like to play<br /> <br /> Farseer w/ fortune, guide, seer stones, warding<br /> <br /> Elites <br /> <br /> 10 man Firedragon w/ Waveserpent<br /> <br /> 10 man firedragon w/ Waveserpent<br /> <br /> <br /> Troops<br /> <br /> 10 man Path Finder <br /> <br /> 12 man guardian w/ ??? , waveserpent<br /> <br /> 12 man guardian w/ ??? waveserpent<br /> <br /> 9 man Jetbike w/ ???<br /> <br /> Fast Attack<br /> <br /> Shining Spears<br /> <br /> Shining Spears<br /> <br /> Warpspiders <br /> <br /> H. Support<br /> <br /> Dark Reapers<br /> <br /> Dark Reapers <br /> <br /> 3 WarWalkers<br /> <br /> <br /> is it possible to even fit this in 2000 points??<br /> <br /> <br /> Anyway I want to play a highly mobile; fast moving, H. <span class="glossaryitem" onmouseover='gp(123);'>Str</span> Army. I really like Shinining Spears and Warp Spiders. I hate Eldarzilla; it's not that great and I do not like Seer council. <br /> <br /> This is what I initially planned on building and playing with. Although I prolly pick up a good bit of each troop type , but this is the kind of army I want to play.<br /> <br /> I really like Warp Spiders and feel they are under used. I really like Shining Spears. ]]></description>
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				<pubDate><![CDATA[Sun, 15 Feb 2009 00:10:54]]> GMT</pubDate>
				<author><![CDATA[ Hollismason]]></author>
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				<title>Help with eldar army; tactics etc...</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Farseer w/ fortune, guide, seer stones, warding<br /> <br /> Elites<br /> <br /> 10 man Firedragon w/ Waveserpent<br /> <br /> 10 man firedragon w/ Waveserpent<br /> <br /> <br /> Troops<br /> <br /> 10 man Path Finder<br /> <br /> 12 man guardian w/ ??? , waveserpent<br /> <br /> 12 man guardian w/ ??? waveserpent<br /> <br /> 9 man Jetbike w/ ???<br /> <br /> Fast Attack<br /> <br /> Shining Spears<br /> <br /> Shining Spears<br /> <br /> Warpspiders<br /> <br /> H. Support<br /> <br /> Dark Reapers<br /> <br /> Dark Reapers<br /> <br /> 3 WarWalkers<br /> </div></blockquote><br /> Well, 10 men squads of Fire Dragons are overkill. Take 6 men, they'll get the job done.<br /> Moreover, 10 Pathfinders are hard to hide in one spot. I'd take 2 units of 5.<br /> Furthermore, Guardians should better stay home unless you want Storm Guardians, with 3 attacks on the charge and a Warlock bolstering the attack with enhance.<br /> If you want Guardian defenders then better take Dire Avengers with bladestorm.<br /> The Jetbikes should get 3 shuricannons. Possibly a Warlock with embolden.<br /> Shining Spears are a gamble. The squads are very small and when they charge, the enemy can counter-strike so that they eventually receive a lot of attacks in return. I'd take maxed out units led by Exarchs with withdraw and skilled rider. An Autarch riding a jetbike with laserlance, mandiblaster would improve their impact, and a Farseer on a jetbike with fortune could keep them longer alive.<br /> If you want Warpspiders, then take a full squad led by an Exarch w/ withdraw. You can make a lot of crazy things with them; once my unit jumped into the middle of an advancing Nids wave, shot the Warriors, and then jumped into a building behind the wave; my opponent almost got nuts. <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><br /> ]]></description>
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				<pubDate><![CDATA[Mon, 16 Feb 2009 09:24:52]]> GMT</pubDate>
				<author><![CDATA[ wuestenfux]]></author>
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				<title>Help with eldar army; tactics etc...</title>
				<description><![CDATA[ <blockquote><div><cite>Hollismason wrote:</cite>If a Warlock joins a squad can he fire a support weapon per the rules of character upgrades or independent characters joining a squad?</div></blockquote><br /> No, only the guardian weapons operators (2 per squad) can fire the platform.  If they die, the weapon is removed.<br /> <br /> <blockquote class="uncited"><div>10 man Firedragon w/ Waveserpent<br /> 10 man firedragon w/ Waveserpent</div></blockquote><br /> 10 man squads are overkill.  6 should be fine for anything short of going after large terminator squads.  Use the points elsewhere.<br /> <br /> <blockquote class="uncited"><div>10 man Path Finder </div></blockquote><br /> Squads this large are hard to deal with.  I would break it down to 2 squads of 5 (or 6 with some of the points taken from the fire dragons).  That way you can fire on more targets and force more pin checks with them.<br /> <br /> <blockquote class="uncited"><div>12 man guardian w/ ??? , waveserpent<br /> 12 man guardian w/ ??? waveserpent</div></blockquote><br /> Guardians are kind of a waste in a wave serpent.  If you want skimmer transported troops, go with either storm guardians with 2 flamers and a destructor warlock or go with dire avengers.  If you still want some regular guardians, take 10 man squads with heavy weapons, but realize that they are just going to sit in your back field with the pathfinders.<br /> <br /> <blockquote class="uncited"><div> Shining Spears<br /> Shining Spears </div></blockquote><br /> I'm not fond of spears due to the fact that they can't take casualties and remain effective.  In either case, if you are going to take them, large squads are the way to go.  They are also good places for Autarchs to go and a good target for your farseer to cast fortune on (you could mount the farseer on a bike and put him with the spears if you want).<br /> <br /> <blockquote class="uncited"><div>Warpspiders </div></blockquote><br /> Another unit I'm not fond of, but they have their uses.  They are very tough by eldar standards and are one of the faster units in the game.  Just make sure they dont' get stuck in hand to hand because they are really bad at it.<br /> <br /> <blockquote class="uncited"><div> Dark Reapers<br /> Dark Reapers <br /> 3 WarWalkers </div></blockquote><br /> Reapers are great troop killers with an exarch that has a tempest launcher and crack shot.  War walkers are also a very strong unit.  Give them either all scater lasers or all missile launchers (don't mix) and keep them as far away from the enemy as possible.  Also keep in mind that the war walkers are a great target for guide and not a bad one for fortune.]]></description>
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				<pubDate><![CDATA[Mon, 16 Feb 2009 18:50:08]]> GMT</pubDate>
				<author><![CDATA[ Phoenix]]></author>
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				<title>Help with eldar army; tactics etc...</title>
				<description><![CDATA[ It's not THAT hard to get warwalkers cover saves.  If you have a farseer babysitting them for guide anyways, fortune can be handy for a rerollable 4+ cover save.]]></description>
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				<pubDate><![CDATA[Mon, 16 Feb 2009 19:00:00]]> GMT</pubDate>
				<author><![CDATA[ willydstyle]]></author>
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