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		<title><![CDATA[Latest posts for the thread "1750pt Eldar Army"]]></title>
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				<title>1750pt Eldar Army</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> Farseer   163<br />       Singing Spear<br />       Runes of Warding<br />       Spirit Stones<br /> Eldrich Storm<br /> Mind War<br /> Fortune<br /> <br /> Warlocks (Farseer Bodyguard)  126<br />        3 Warlocks<br />        1 Singing Spear<br />        All Spiritseers<br /> 1 Enhance<br /> 1 Destructor<br /> 1 Embolden<br /> <br /> Phoenix Lord Maugan Ra 195<br /> <br /> <br /> <br /> <br /> Eliets<br /> Howling Banchees   123<br />     6 Banchees<br />     Exarch w/ Mirrorswards (Included in the 6 Banchees)<br />     Acrobatic<br /> <br /> Harlequin Troupe   268<br />        10 Harlequins<br />        2 Fusion Pistols<br />        1 Troupe Master (Included in the 10)<br />        1 Death Jester (Included in the 10)<br />        1 Shadowseer (Included in the 10)<br />        2 Harlequins Kisses<br /> <br /> <br /> <br /> <br /> Troops<br /> Dire Avengers   152<br />    10 Dire avengers<br />    Exarch w/ 2 Shuriken Catapults (Included in the 10)<br />    Bladestorm<br /> <br /> <br /> Guardians  140<br />    10 guardians<br />    1 Eldar Missile Launcher<br />    1 Warlock w/ Conceal<br /> <br /> <br /> Guardians  140<br />    10 guardians<br />    1 Eldar Missile Launcher<br />    1 Warlock w/ Conceal<br /> <br /> <br /> Rangers   120<br />    5 Rangers<br />    Pathfinders<br /> <br /> <br /> <br /> Fast Attack<br /> Swooping Hawks   168<br />   6 Swooping Hawks<br />   Exarch w/ Sunrifle (Included in the 6)<br />   Skyleap<br /> <br /> <br /> <br /> Heavy Support<br /> Wraithlord    125<br />    Wraithsward<br />    Eldar Missile Launcher<br /> <br /> Support Weapon Battery   30<br />     Shadow Weaver<br /> <br /> <br /> <br /> Please Comment <img src="/s/i/a/e81af091e40f8b9d4d7efdfff9d7f153.gif" border="0"> <img src="/s/i/a/ca2d01d876628d4e93de22cdeda924e1.gif" border="0"> <img src="/s/i/a/3cee6e0aaa228a1d2fd1b6a73ab9c682.gif" border="0"> <img src="/s/i/a/d8bdccdd4bb5b200015e339642f250b3.gif" border="0"> <img src="/s/i/a/1abedc7fa39992d1521ed29d7f53e88f.gif" border="0"> <img src="/s/i/a/63ed079370b5606b66c2615cf4099ebd.gif" border="0"> <img src="/s/i/a/06f729a777aaa51c7cb93ee561bb4654.gif" border="0"> <img src="/s/i/a/e4cd0634e56601c3fc54873e5b5e468c.gif" border="0"> <img src="/s/i/a/283818c48cdb049a3a66ecb99a486771.gif" border="0"> <img src="/s/i/a/4bf25c950bda8eb1990ff32d2cbdf162.gif" border="0">]]></description>
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				<pubDate><![CDATA[Fri, 20 Feb 2009 23:56:25]]> GMT</pubDate>
				<author><![CDATA[ Waaagh_Aun'va]]></author>
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				<title>1750pt Eldar Army</title>
				<description><![CDATA[ Looks terrible. Small squads don't cut it. Aspects need to be transported. Six foot slogging Banshees will die at first sight. <br /> The Farseer is overpriced. Give her runes of warding, doom and fortune.]]></description>
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				<pubDate><![CDATA[Sat, 21 Feb 2009 06:51:28]]> GMT</pubDate>
				<author><![CDATA[ wuestenfux]]></author>
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				<title>1750pt Eldar Army</title>
				<description><![CDATA[ Ok, I hate to crush your dreams, but this list need a whole lot of work before it's going to be good.  Let's take a look at it shall we.<br /> <br /> <blockquote><div><cite>Waaagh_Aun'va wrote:</cite><span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> Farseer   163<br />       Singing Spear<br />       Runes of Warding<br />       Spirit Stones<br /> Eldrich Storm<br /> Mind War<br /> Fortune</div></blockquote><br /> What is the point of this farseer?  He is going to have to be running with one squad or another and he doesn't really bring anything useful to the table for your army.  In addition, mind war and eldrich storm are both shooting power, so even with spirit stones, you can't use both in the same turn.  You are going to need to come up with a plan for your farseer and set him up to do it.  You have also chosen the weakest farseer powers to give him.  The whole purpose of a farseer is not to do damage but to enhance the power of the rest of your army and farseers do that better than just about any other unit in the game.  Fortune (a power I highly recommend for your setup here) will allow your farseer and all the warlocks to reroll their 4+ I saves.  This is a HUGE bonus to their survivability and will make them go from being an average unit to one that is extremely difficult to kill.  The other power I would recommend would be doom.  The trick is that lots of other units in your army (banshees and harlequins) have the potential to do a lot of damage but have low (3) strength.  Doom will allow any of your units that are attacking the doomed enemy to reroll their to wound rolls which will make both of those units much much more effective.  Just remember that since your warlocks already wound everything on a 2+, it's pointless to doom their target.<br /> <br /> <blockquote class="uncited"><div>Warlocks (Farseer Bodyguard)  126<br />        3 Warlocks<br />        1 Singing Spear<br />        All Spiritseers<br /> 1 Enhance<br /> 1 Destructor<br /> 1 Embolden</div></blockquote><br /> Having a body guard for the farseer is one very good way to run warlocks, however you are going to need more than what you have here to make them effective.  Right now their numbers are just too few.  In addition, you have way more powers than you are really going to make use of.  Embolden and enhance are both good choices if you are planning on getting into hand to hand.  The singing spear however is not.  Taking the spear cuts the attacks that model gets in hand to hand by half (from 2 down to 1).  You can't afford that if you are going to be trying to get into hand to hand.  In addition, if you are going for hand to hand, then you are going to be running just about every turn and thus won't have time to stop and cast destructor, so it can go too.  Furthmore there isn't any point in making all your warlocks spirit seers.  That just means that your dreadnaught can be anywhere within 12 of any squad member and not have to roll for wraithsight...who cares.  As long as he's near the one with the ability, he's fine so there's no point in spending all those points to make them all spirit seers.  In fact, I don’t' think there's much point in making any of them spirit seers at all.  Just keep the dreadnaught closer to them (or the shadowseer) and he'll be fine.  Even if you do end up out of range for a turn or two, there's only a 1/6 chance anything bad will happen.<br /> <br /> <blockquote class="uncited"><div>Phoenix Lord Maugan Ra 195</div></blockquote><br /> I'm not convinced this guy is effecitve enough to be worth his points cost.  In either case, if you are going to use him, you want to put him with a small squad of harlequins with a death jester and a shadow seer.  This is because most harlequin units are going to spend most of their time running towards the enemy and thus not shooting.  A smaller unit kept back for counter charge could forego running in favor of shooing with the death jester and Maugan Ra.  The squad you have is rather large and includes upgrades (fusion pistols and troup leader) that are not going to be put to much use if Maugan Ra is with the unit.  <br /> <br /> <blockquote class="uncited"><div>Eliets<br /> Howling Banchees   123<br />     6 Banchees<br />     Exarch w/ Mirrorswards (Included in the 6 Banchees)<br />     Acrobatic</div></blockquote><br /> This unit is doomed to die.  Banshees are simply too frail to make a run across the board on foot.  Even if they did make it, there are too few to be of much use.  I consider a squad of 8 to be the bare minimum for a hand to hand squad and you are 2 members short of that.  If you want to make the unit effective, you are going to have to fill out the squad further and put them in a wave serpent.  If you want to try to field a hand to hand unit on foot, bring scorpions.  Their armor will give them a much better chance at making it across the board to the enemy.<br /> <br /> <blockquote class="uncited"><div>Harlequin Troupe   268<br />        10 Harlequins<br />        2 Fusion Pistols<br />        1 Troupe Master (Included in the 10)<br />        1 Death Jester (Included in the 10)<br />        1 Shadowseer (Included in the 10)<br />        2 Harlequins Kisses</div></blockquote><br /> This unit has too much stuff and not enough all at the same time.  A 10 man quin squad is a heavy hitting hand to hand unit and with a shadow seer, they are very likely to make it to their target.  The troupe master is a good addition to a quin squad if you are looking to beef up its hand to hand power, but he should always be given a power weapon so he can ignore armor on all his attacks.  Death Jesters are of minimal use and I would only ever recommend using them in small squads along with Maugen Ra (who you have).  The thing is that if you want to shoot, you have to not run and quins live and die by their mobility which is dependent on them running.  In addition, you can't fire fusion pistols if you run either, so they are another thing you can strip off.  On the other hand, rending is quite useful (particularly on your low strength second round or when your target is doomed via a farseer) so you should spend the points you previously invested in the death jester and fusion pistols on getting more kisses.  In the end you kind of have two choices of what to do with this unit.  If you want a squad for Maugen Ra to hide in, take a shadowseer a death jester and 4 other quins.  Give them kisses and then you can use them for shooting and counter charge.  If you want to make them a hand to hand unit, keep all 10, ditch the death jester and the fusion pistols, and give everyone kisses.<br /> <br /> <blockquote class="uncited"><div>Guardians  140<br />    10 guardians<br />    1 Eldar Missile Launcher<br />    1 Warlock w/ Conceal<br /> <br /> Guardians  140<br />    10 guardians<br />    1 Eldar Missile Launcher<br />    1 Warlock w/ Conceal</div></blockquote><br /> Unless you play on tables with very little terrain or you are moving your guardians forward to engage the enemy (and thus spending a lot of time out of cover), conceal is not going to be of any use to you.  It gives you a 5+ cover save where as real cover gives you a 4+.  I would either swap it out for embolden or just skip the warlock all together and save the points.<br /> <br /> <blockquote class="uncited"><div>Fast Attack<br /> Swooping Hawks   168<br />   6 Swooping Hawks<br />   Exarch w/ Sunrifle (Included in the 6)<br />   Skyleap</div></blockquote><br /> Unfortunately swooping hawks are just bad.  They are frail, their weapons are weak, and they have no hand to hand ability to speak of.  All they are is fast and very expensive.  I hate to make sweeping changes to proposed lists (like removing units all together or adding ones in) but in this case I have to recommend that you not take this unit at all.  They are really that bad and nothing in the options available to them makes them any better.<br /> <br /> <blockquote class="uncited"><div>Heavy Support<br /> Wraithlord    125<br />    Wraithsward<br />    Eldar Missile Launcher</div></blockquote><br /> While the wraithsword looks very good on the model, giving your dreadnaught a bright lance would serve you much better.  One thing your army is rather lacking in is anti tank and this would help minimize that deficiency.<br /> <br /> <blockquote class="uncited"><div>Support Weapon Battery   30<br />     Shadow Weaver</div></blockquote><br /> This selection is kind of a last minute addon, or so it would appear.  I think you will find that you can eliminate it (in favor of things like a bright lance on the dreadnaught) and not be out much.  While it could prove to be of some use, a single shadoweaver isn't going to do a tremendous amount of damage over the course of a game.]]></description>
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				<pubDate><![CDATA[Sun, 22 Feb 2009 02:33:10]]> GMT</pubDate>
				<author><![CDATA[ Phoenix]]></author>
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