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				<title>1500 Mech Eldar</title>
				<description><![CDATA[ Participating in a 1500 point local event this weekend, and barring any glaring errors in judgment this is the list I'm taking.  Let me know where I've frakked up.<br /> <br /> Farseer, Spirit Stone, Doom, Guide<br /> 120 Points<br /> <br /> 5 Fire Dragons + Exarch with Flamer, Crack Shot<br /> 113 Points<br /> <br /> 8 Dire Avengers + Exarch with 2 Avenger Shuriken Catapult<br /> Wave Serpent with Twin Bright Lances, Shuriken Cannon, Spirit Stones<br /> 275 Points<br /> <br /> 8 Dire Avengers + Exarch with 2 Avenger Shuriken Catapult<br /> Wave Serpent with Twin Star Cannons, Shuriken Cannon, Spirit Stones<br /> 265 Points<br /> <br /> 11 Storm Guardians, 2 flamers; Warlock with Destructor<br /> Wave Serpent with Twin Shuriken Cannons, Spirit Stone<br /> 245 Points<br /> <br /> 3 Guardian Jetbikes, 1 Shuriken Cannon<br /> 76 Points<br /> <br /> Fire Prism with Spirit Stone<br /> 125<br /> <br /> Fire Prism with Shuriken Cannon, Spirit Stone<br /> 135<br /> <br /> Falcon with Eldar Missile Launcher, Spirit Stone<br /> 145<br /> <br /> Total: 1499<br /> <br /> Model Count: 46<br /> <br /> The one thing I wanted to try and fit in was my Jetbike Autarch for games I want to start off the board.  I just don't think it's worth it for losing what I would in this point value(a Fire Prism).<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 25 Jun 2009 08:51:34]]> GMT</pubDate>
				<author><![CDATA[ derek]]></author>
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				<title>Re:1500 Mech Eldar</title>
				<description><![CDATA[ I like this list, I have just started playing Mech Eldar myself so I am by no means experienced but there are a couple of things that you may want to consider.<br /> <br /> -If any of the opponents you know that are attending are fielding any form of psykers Runes of Warding is a wise investment.<br /> -What is the thinking behind the Wave serpents different weapons load outs? Are they designed to supplement or complement the transported squads killing power? I prefer the <span class="glossaryitem" onmouseover='gp(461);'>EML</span> in general as it is useful against all targets, but thats just me.<br /> -I imagine the 3 jetbikes are there only to contest objectives, but I think you would be better served by those 76 points if you spent them on beefing up the <span class="glossaryitem" onmouseover='gp(25);'>DA</span> squads and adding upgrades to your tanks, so as to make them more durable and thereby enhance the overwhelming armour in this list.<br /> <br /> ^^Sadly only theoretical advice, so a grain of salt is recommended (if not a bucket).]]></description>
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				<pubDate><![CDATA[Thu, 25 Jun 2009 10:42:59]]> GMT</pubDate>
				<author><![CDATA[ Foldalot]]></author>
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				<title>Re:1500 Mech Eldar</title>
				<description><![CDATA[ <blockquote><div><cite>Foldalot wrote:</cite>I like this list, I have just started playing myself Mech Eldar so I am by no means experienced but there are a couple of things that you may want to consider.<br /> <br /> -If any of the opponents you know that are attending are fielding any form of psykers Runes of Warding is a wise investment.<br /> -What is the thinking behind the Wave serpents different weapons load outs? Are they designed to supplement or complement the transported squads killing power? I prefer the <span class="glossaryitem" onmouseover='gp(461);'>EML</span> in general as it is useful against all targets, but thats just me.<br /> -I imagine the 3 jetbikes are there only to contest objectives, but I think you would be better served by those 76 points if you spent them on beefing up the <span class="glossaryitem" onmouseover='gp(25);'>DA</span> squads and adding upgrades to your tanks, so as to make them more durable and thereby enhance the overwhelming armour in this list.<br /> <br /> ^^Sadly only theoretical advice, so a grain of salt is recommended (if not a bucket).</div></blockquote><br /> <br /> 1. I play in a pretty psyker free area.  The most I ever see is a mirror match, and even that is VERY rare.  People around here just don't use much, in the last 4 events with Eldar, I've seen Eldrad once.  No Librarians, no Daemon Sorcerors.  And since this list doesn't really fear Lash(which I imagine I'll eventually see), I don't see much use for it.<br /> <br /> 2. I prefer the <span class="glossaryitem" onmouseover='gp(461);'>EML</span>'s too.  Unfortunately I'm still waiting on the <span class="glossaryitem" onmouseover='gp(39);'>FW</span> order I placed last week to arrive.  In the meantime these sort of complement what I'm running them with.  The Bright Lance is a back up <span class="glossaryitem" onmouseover='gp(482);'>AT</span> in case the Fire Dragons get hit with the failstick.  The Star Cannons have some limited <span class="glossaryitem" onmouseover='gp(482);'>AT</span> and also kill marines, and the Cannons are more short range which fits with the Storm Guardians. <br /> <br /> 3. Originally they weren't included, and I had Holo Fields on the Prisms.  I figured increasing my scoring units by one would help, and 3 jetbikes is at cheap as they come.]]></description>
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				<pubDate><![CDATA[Thu, 25 Jun 2009 10:54:46]]> GMT</pubDate>
				<author><![CDATA[ derek]]></author>
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				<title>1500 Mech Eldar</title>
				<description><![CDATA[ Well, looks quite good.<br /> <br /> However, you will not need four scoring unit. Three units protected by Serpents will be sufficient. <br /> I'd drop the extra weapons from the Serpents and give the Avengers blade storm.<br /> <br /> If you play in a tournament environment, give the Farseer runes of warding. <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">]]></description>
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				<pubDate><![CDATA[Thu, 25 Jun 2009 11:26:20]]> GMT</pubDate>
				<author><![CDATA[ wuestenfux]]></author>
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				<title>Re:1500 Mech Eldar</title>
				<description><![CDATA[ Woah, when I looked through this list I must have just assumed the <span class="glossaryitem" onmouseover='gp(25);'>DA</span> had bladestorm  <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><br /> Bladestorm makes <span class="glossaryitem" onmouseover='gp(25);'>DA</span> utterly deadly and when combined with transports allow you strike hard and fast. VERY hard. Drop whatever needs to be dropped (jetbikes probably) in order to get Bladestorm on both your squads. It allows you to jump out of the transport, Bladestorm one squad to death then hop back in the <span class="glossaryitem" onmouseover='gp(149);'>WS</span> next turn and fly away to get into position for their next strike. Remember that even if you buy it you don't always need to use it but I think you will find that if you take Bladestorm you will find lots of situations where it will come in very handy.]]></description>
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				<pubDate><![CDATA[Thu, 25 Jun 2009 11:48:08]]> GMT</pubDate>
				<author><![CDATA[ Foldalot]]></author>
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				<title>Re:1500 Mech Eldar</title>
				<description><![CDATA[ D'oh, that'd be an oversight on my part.  Since I duplicated the unit in <span class="glossaryitem" onmouseover='gp(447);'>AB</span>, I forgot to add Bladestorm.  Could not figure out why they were coming up so cheap.  <img src="/s/i/a/504660322487159bb25fddaa475847a6.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Thu, 25 Jun 2009 14:22:10]]> GMT</pubDate>
				<author><![CDATA[ derek]]></author>
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				<title>1500 Mech Eldar</title>
				<description><![CDATA[ Your list is very similar to my tournie list but with a few crucial differences.<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> Farseer 55 points<br /> -	Runes of witnessing<br /> -	Spirit stones <br /> -	Doom <br /> -	Guide <br /> -	Fortune <br /> -	Spirit Spear <br /> Total cost = 163 points<br /> <br /> Farseer 55 points<br /> -	Runes of witnessing <br /> -	Spirit stones <br /> -	Doom <br /> -	Guide <br /> -	Fortune <br /> -	Runes of Warding<br /> Total cost = 175 points<br /> <br /> Elites<br /> 6x Fire Dragons 96 points<br /> -	Exarch <br /> -	Fire Pike <br /> -	Tankhunters <br /> -	Wave serpent 90 points<br /> o	Twin linked Bright Lance <br /> o	Spirit Stones <br /> Total cost = 276 points<br /> <br /> Troops<br /> 10x dire avengers 120 points<br /> -	Exarch <br /> -	Dual shuriken catapults<br /> -	Blade storm <br /> -	Wave serpent 90 points<br /> o	Twin linked Missile launcher<br /> o	Spirit Stones<br /> Total = 282 points<br /> <br /> 10x dire avengers 120 points<br /> -	Exarch <br /> -	Dual shuriken catapults <br /> -	Blade storm <br /> -	Wave serpent 90 points<br /> o	Twin linked Missile launcher <br /> o	Spirit Stones <br /> Total = 282 points<br /> <br /> Heavy support<br /> Fire Prism 115 points<br /> -	Holo-fields<br /> -	Spirit Stones <br /> Total = 160 points<br /> <br /> Fire Prism 115 points<br /> -	Holo-fields <br /> -	Spirit Stones <br /> Total = 160 points<br /> <br /> <br /> Total cost 1498 points<br /> <br /> This list is a cookie cutter mech list, and whilst not being very original makes a perfect list to compare any other mech list with. I've recently learnt the usefulness of fortune on Wave Serpents, a Farseer can cast fortune when you move flat out to make wave serpents very resilient.<br /> <br /> Without runes a farseer will fail to use his power 8.3% of the time. When using spirit stones a farseer will perhaps be making 10-12 of these rolls during a game in which he survives. That means he will very likely fail at least one power usage.<br /> <br /> With runes a farseer will fail to use his power 1.9% of the time. Even with a dozen rolls he is unlikely to fail one.<br /> <br /> <br /> Without runes a farseer will suffer a perils of the warp 5.6% of the time. Of course, his ghosthelm stops most of these, lowering it to 1.87% actual attacks. Of which his invuln save will lower this to a 1.4% chance of taking one wound.<br /> <br /> With runes a farseer will suffer a perils of the warp 7.9% of the time. This is because that while the odds of a double one are greatly increased, the only way to get double 6s is to actually roll a triple 6. Of course the ghosthelm stops most of these, lowering it to 2.63% actual attacks. Of which his invuln save will lower this to a 1.97% chance of taking one wound <br /> <br /> So Runes of witnessing makes your powers more reliable, as rather than failing almost 1/10 (which considering you'll be casting 2 powers a turn or 4 if you have a double farseer list means you will fail a power) you'll be failing less than 1/50, because even if you roll a double 1 the spell still casts.<br /> <br /> A wave serpent is actually more survivable at close range than a holofielded falcon hence why my fire dragons ride in a Wave Serpent not a Falcon. Heres some math to show how melta weaponry (which is the most predominent <span class="glossaryitem" onmouseover='gp(482);'>AT</span> in 5th ed) effects both, and before someone argues that "yeah but at range holofields will be better" I'd like to point out that if the cargo you are delivering is short range <span class="glossaryitem" onmouseover='gp(482);'>AT</span> units than the resilience to long range <span class="glossaryitem" onmouseover='gp(482);'>AT</span> is moot.<br /> <br /> <blockquote class="uncited"><div>Falcon<br /> <span class="glossaryitem" onmouseover='gp(119);'>SM</span> melta at half range 4/6 27.68/32 (rough value) 4/9 = 0.25 Immobilised or worse (average about 4 shots to kill)<br /> <span class="glossaryitem" onmouseover='gp(69);'>IG</span> melta at half range 3/6 27.68/32 (rough value) 4/9 = 0.2 Immobilised or worse (average about 5 shots to kill)<br /> <br /> Wave Serpent<br /> <span class="glossaryitem" onmouseover='gp(119);'>SM</span> melta at half range 4/6 (2/6 4/6 + 1/6 2/6) = 0.18 Immobilised or worse (average about 5.5 shots to kill)<br /> <span class="glossaryitem" onmouseover='gp(69);'>IG</span> melta at half range 3/6 (2/6 4/6 + 1/6 2/6) = 0.13 Immobilised or worse (average about 7.5 shots to kill)<br /> </div></blockquote><br /> <br /> <br /> Doom and guide increase bladestorms effectiveness to 22 wounds on <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>'s and even higher on lesser troops like Guardsmen, hence why I have a Farseer for each Squad.<br /> <br /> I do put holofields on Fire Prisms because in a mech list they are going to be the only thing keeping at long range, so all long range <span class="glossaryitem" onmouseover='gp(482);'>AT</span> will most likely be fired at them, holofields in combination with spirit stones and a handy piece of terrain means they'll almost always be able to shoot every other turn as if they get shaken they can dodge back out of <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> then pop out the turn after.<br /> <br /> <br /> Don't bother with storm guardians, they are lacklustre in their combat ability and cant charge out a transport, the majority of the time they'll get shot up before they get chance to fire, the only place guardians should ever be used is in monstrous core lists as they make a nice unit to keep a spiritseer in. <br /> <br /> Those 3 Guardian jetbikes are to small to effectively contest an objective as they'll be shot of in one turn pretty easily.<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 25 Jun 2009 14:22:46]]> GMT</pubDate>
				<author><![CDATA[ combo]]></author>
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				<title>1500 Mech Eldar</title>
				<description><![CDATA[ Storm Guardians with Flamers can put out just as much dakka as Dire Avengers in certain cirmustances.]]></description>
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				<pubDate><![CDATA[Thu, 25 Jun 2009 15:28:44]]> GMT</pubDate>
				<author><![CDATA[ whitedragon]]></author>
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				<title>1500 Mech Eldar</title>
				<description><![CDATA[ if they can only amount equal dakka in certain situations (ie positioning) that makes them more open to being killed of or charged, as with careful positioning Dire Avengers can deploy 18 inches away, shoot and be of in the transport before they can be charged whilst Storm guardians will have to deploy within flamer template range and wont be able to charge, meaning they'll be charged themselves next turn, not a fantastic position to be in. They can in some circumstances be as good damage wise as Dire Avengers but have to be in a much more risky position to do so, I know which one i'd rather pick.<br /> <br /> Same damage safer position or same damage sometimes in a more dangerous position]]></description>
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				<pubDate><![CDATA[Thu, 25 Jun 2009 15:38:20]]> GMT</pubDate>
				<author><![CDATA[ combo]]></author>
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				<title>1500 Mech Eldar</title>
				<description><![CDATA[ <blockquote><div><cite>combo wrote:</cite> I've recently learnt the usefulness of fortune on Wave Serpents, a Farseer can cast fortune when you move flat out to make wave serpents very resilient.<br /> <br /> With runes a farseer will suffer a perils of the warp 7.9% of the time. This is because that while the odds of a double one are greatly increased, the only way to get double 6s is to actually roll a triple 6. Of course the ghosthelm stops most of these, lowering it to 2.63% actual attacks. Of which his invuln save will lower this to a 1.97% chance of taking one wound <br /> <br /> </div></blockquote><br /> <br /> O rly?! Where are the rules about not being able to use fortune on flat-out wave-serpents? If its true then :( but fair enough I guess. Im not arguing this point.. I just couldnt find it anywhere. <br /> <br /> As for the PotW attacks..7.9% w/ RoWi; Im sure there are more than 4x the amount of variations to get a double 1's/6's on <span class="glossaryitem" onmouseover='gp(2);'>3d6</span>, discarding the higest. Compared to the original 1.9% you quoted for <span class="glossaryitem" onmouseover='gp(1);'>2d6</span> doubles. How are you doing the math?<br /> <br /> As for using a ghost helm & then an invunerable save - I personally dont think so, I think its a replacement save but theres no definitive justification either way. Unless I refer back to 4ed, in which the context of that ghosthelm rule was written, where no other save is permitted. But that again, holds little weight. Just my 2 cents]]></description>
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				<pubDate><![CDATA[Thu, 25 Jun 2009 15:43:59]]> GMT</pubDate>
				<author><![CDATA[ Razerous]]></author>
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				<title>1500 Mech Eldar</title>
				<description><![CDATA[ Im not sure your point I said that he can use fortune on wave serpents not that he can't.<br /> <br /> That math is not mine, It was quoted from a very old Eldar thread, I saved that as it's really on the ball. <br /> <br /> Ghosthelm is allowed as it is not a save at all, it just allows them to ignore the potw on a 3+, the wording is pretty explicit its not even a grey area.]]></description>
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				<pubDate><![CDATA[Thu, 25 Jun 2009 15:48:31]]> GMT</pubDate>
				<author><![CDATA[ combo]]></author>
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				<title>1500 Mech Eldar</title>
				<description><![CDATA[ <blockquote><div><cite>combo wrote:</cite>Im not sure your point I said that he can use fortune on wave serpents not that he can't.<br /> </div></blockquote><br /> <br /> Yes, ofcourse. For some strange reason I read usefulness as 'Unusefulness'. Because I am a twit, good sir.  <img src="/s/i/a/8f7b3f87df347f2cf6c1e7d5e119a067.gif" border="0"> <br /> <br /> As for the ghosthelm, fair doos. Goodness of being eldar, I guess. <br /> <br /> <br /> As for the list;<br /> <br /> Cut out the GJS. It wont do much apart from give up an easy killpoint. There is nothing else that can be effected by small-arms (from the front while everythings embarked) in your list so all of that firepower will try and be aimed at the jetbikes, = Dead jetbikers. They wont make it to the end of the game to capture things. <br /> <br /> Use those points to beef up your dire avenger squad to full. 10men + exarch upgrade. Also get some spirit-stones. Very useful in allowing to cast multiple psychic powers/turn. <br /> <br /> Otherwise, I like it. 6 tanks. 4 scoring. 3 of them very resisilent. I know theres no holofields there (the falcon <i>could</i> make use of one) but there are 6 strong vehicles.  ]]></description>
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				<pubDate><![CDATA[Thu, 25 Jun 2009 16:04:09]]> GMT</pubDate>
				<author><![CDATA[ Razerous]]></author>
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				<title>1500 Mech Eldar</title>
				<description><![CDATA[ <blockquote><div><cite>combo wrote:</cite>if they can only amount equal dakka in certain situations (ie positioning) that makes them more open to being killed of or charged, as with careful positioning Dire Avengers can deploy 18 inches away, shoot and be of in the transport before they can be charged whilst Storm guardians will have to deploy within flamer template range and wont be able to charge, meaning they'll be charged themselves next turn, not a fantastic position to be in. They can in some circumstances be as good damage wise as Dire Avengers but have to be in a much more risky position to do so, I know which one i'd rather pick.<br /> <br /> Same damage safer position or same damage sometimes in a more dangerous position</div></blockquote><br /> <br /> But with the wave serpent tank shocking and mushing enemy squads together, the flamers become alot more dangerous then the bladestorm.  This works well against hordes of orks, tyranids, and guard blob squads.  Multiple flamer templates are always good against bunched up squads.  The only time bladestorm is more effective is against a unit of less than 10 models, where the flamers can't score as many hits.]]></description>
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				<pubDate><![CDATA[Thu, 25 Jun 2009 18:26:31]]> GMT</pubDate>
				<author><![CDATA[ whitedragon]]></author>
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				<title>1500 Mech Eldar</title>
				<description><![CDATA[ Bladestorm scores 11 wounds on t4 models at 18 inch range, dual flamers at template range may score 14-16 or so wounds but even that won't wipe out a squad, and on the Orks turn he will get into combat with your storm guardians and win, throwing away a <span class="glossaryitem" onmouseover='gp(316);'>KP</span>. Dire Avengers on the other hand will only be charged if the Ork player calls waagh and rolls well on his run roll.<br /> <br /> Also bladestorm doubles with doom and guide getting to 22 wounds on t4 and much higher on t3. Flamers do not scale in the same way.<br /> <br /> Flame templates can under certain circumstances do more damage, but im skeptical to whether its worth the higher difficulty in pulling it off, or the fact that you'll throwing away a <span class="glossaryitem" onmouseover='gp(316);'>KP</span> for that little extra damage]]></description>
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				<pubDate><![CDATA[Thu, 25 Jun 2009 18:43:18]]> GMT</pubDate>
				<author><![CDATA[ combo]]></author>
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				<title>Re:1500 Mech Eldar</title>
				<description><![CDATA[ I would drop the falcon and give the fire dragons a wave serpent; plus I would drop the exarch and take a couple more regular fire dragons.  You already have the storm guardian unit as a great cover clearing template unit, dont dilute the <span class="glossaryitem" onmouseover='gp(482);'>AT</span>/ anti elites power of the fire dragons.  For the cost of the exarch you can instead have 2 regular dragons.<br /> <br /> <br /> Also as already mentioned the runes are a great buy. And dont forget that the most important use for runes of warding is vs the new <span class="glossaryitem" onmouseover='gp(69);'>IG</span>.  The <span class="glossaryitem" onmouseover='gp(69);'>IG</span> psycher squad is cheap and very powerful but the runes of warding are a perfect antidote.  Runes of wotnessing are a very good buy, I wrote a post on the odds involved in the tactics section and it really does matter on a farseer with stones.<br /> <br /> Would also suggest dropping the shuriken cannon off of the one prism, its only going to be useful if the prism loses its main gun.  You have better places to spend those points tho.<br /> <br /> I do tend to like a <span class="glossaryitem" onmouseover='gp(327);'>BL</span> on a serpent or two since its our best <span class="glossaryitem" onmouseover='gp(14);'>BS</span> unit, but the star cannon on the serpent ... pretty expensive just for the <span class="glossaryitem" onmouseover='gp(6);'>AP</span> value.  And once again, shuriken cannons instead of catapults on the serpents are a little iffy.  There just aren that many times that the cannons should be getting to shoot.  And dont EVER move the serpent slowly just to give the cannon a shot, too good of a way to lose the serpent.  Over the course of a game the catapults should get a lot more shots (defensive weapons) so even tho they are only str4 the overall number of wounds done is very similar.<br /> <br /> For the prisms, a holo field is a lot more important that a spirit stone.  Drop the prism's shuri cannon and stones to add holofields and you will be far ahead.  Both holofield and stones would be nice, but dont bother with stones if there isnt a holofield.  <br /> <br /> <br /> Sliggoth<br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 25 Jun 2009 20:10:29]]> GMT</pubDate>
				<author><![CDATA[ Sliggoth]]></author>
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				<title>1500 Mech Eldar</title>
				<description><![CDATA[ Looks solid, but I don't think you need Shruiken Cannons on the Prisms though.  Also, I love <span class="glossaryitem" onmouseover='gp(461);'>EMLs</span> on Serpents.<br /> <br /> If you're not going to use Holo Fields on the Falcon you're better off with a Serpent.]]></description>
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				<pubDate><![CDATA[Thu, 25 Jun 2009 23:27:20]]> GMT</pubDate>
				<author><![CDATA[ EasyE]]></author>
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				<title>Re:1500 Mech Eldar</title>
				<description><![CDATA[ It really seems like you're sinking unnecessary points into various things.  You can trim the fat in this list and get more into it.<br /> <br /> Farseers with just Doom are more points-efficient than both Doom and Guide.  Both your Flamers and Avengers have issues wounding, not hitting.  BS4 is fine on its own and flamers auto-hit.  You're paying 40pts for just one extra spell, making this guy 1.5x more expensive than his leaner cost.<br /> <br /> Fire Dragons are basically suicide bombers you take to ace a land raider or <span class="glossaryitem" onmouseover='gp(93);'>MC</span> that you don't like dealing with.  Your exarch with a flamer isn't going to accomplish much, anything you're unloading melta into doesn't care about flamers.  Crack shot is a waste, unless you're trying to melt Termies in cover you'll never use it.  The point of a wave serpent is to be as mobile as possible, it will be extremely difficult to cover 50% of a vehicle or monstrous creature against them.<br /> <br /> Dire Avengers need Bladestorm.  The end.  This works very nicely with Wave Serpents because you can't embark and disembark in the same turn.  Disembark, Bladestorm, get back in the serpent next turn.<br /> <br /> Flamer Guardians look just fine, love these guys.  Insert Doom with them and watch a whole mob of orks burn off the table.<br /> <br /> I'm assuming you took the jetbikers because you had the points and didn't know where to put them?<br /> <br /> Fire Prisms may like spirit stones, but in my 1500 point games I prefer naked prisms.  For 115 points, they're amazing.<br /> <br /> As said before, if you're not taking holo-fields, take a Serpent instead of a Falcon.<br /> <br /> I rewrote your list slightly, keeping the same theme and point limit.  You wind up with a leaner force and another tank.<br /> <br /> <b><u><span class="glossaryitem" onmouseover='gp(56);'>HQ</span>:</u></b><br /> Farseer - Doom - 80<br /> Farseer - Doom - 80<br /> <br /> Edit: Swap one of the Doomseers for an Autarch with Meltagun for +1 to reserves, very nice when bringing your army off from reserves and stays at 80 points.<br /> <br /> <b><u>Elite:</u></b><br /> Fire Dragons x5 - 190<br /> -Wave Serpent: Spirit Stones, <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Shuricannon<br /> <br /> <b><u>Troops:</u></b><br /> 10x Dire Avengers - 282<br /> -Exarch upgrade: 2x Cats, Bladestorm<br /> -Wave Serpent: Spirit Stones, <span class="glossaryitem" onmouseover='gp(126);'>TL</span> <span class="glossaryitem" onmouseover='gp(461);'>EML</span><br /> <br /> 9x Dire Avengers - 270<br /> -Exarch upgrade: 2x Cats, Bladestorm<br /> -Wave Serpent: Spirit Stones, <span class="glossaryitem" onmouseover='gp(126);'>TL</span> <span class="glossaryitem" onmouseover='gp(461);'>EML</span><br /> <br /> 10x Storm Guardians: 2x Flamers - 252<br /> -Warlock: Destructor<br /> -Wave Serpent: Spirit Stones, <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Scatter Laser<br /> <br /> <b><u>Heavy Support:</u></b><br /> Fire Prism - 115<br /> Fire Prism - 115<br /> Fire Prism - 115<br /> <br /> <u><b>Total: 1499</b></u><br /> <br /> Replaced your Falcon with another Prism, making it less costly to link them when tank hunting or wanting S7 AP3 large blasts, and in case one goes down you have a third.<br /> <br /> Your Dragons now have their own Serpent and they're very happy about it.<br /> <br /> Your Dire Avengers now have a reason to have an Exarch with them due to Bladestorm so they're also happy.<br /> <br /> You now have two Doomseers to boost wounds, being able to support deathmaking against two separate units makes your Guardians and Avengers happier, too.  Two Doomseers will help you far more than guiding  a single unit of BS4 Avengers.<br /> <br /> Another edit: Unless you took the Autarch, which helps tremendously when coming in off of reserves as a tactical maneuver to screw with your opponent.]]></description>
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				<pubDate><![CDATA[Fri, 26 Jun 2009 05:39:24]]> GMT</pubDate>
				<author><![CDATA[ Kirbinator]]></author>
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				<title>1500 Mech Eldar</title>
				<description><![CDATA[ Kirbinator's list is very cost-effective.<br /> One of the best mech Eldar lists at the 1500 pt level.<br /> I'd take an Autarch just for the bonus she adds to reserve rolls. <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">]]></description>
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				<pubDate><![CDATA[Fri, 26 Jun 2009 17:05:55]]> GMT</pubDate>
				<author><![CDATA[ wuestenfux]]></author>
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				<title>Re:1500 Mech Eldar</title>
				<description><![CDATA[ <blockquote><div><cite>wustenfex wrote:</cite>I'd take an Autarch just for the bonus she adds to reserve rolls.  <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"></div></blockquote><br /> Same here  <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"><br /> <br /> I love my opponent's face when the board is blank turn 1 and the majority of my army comes in at my leisure on turn 2.]]></description>
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				<pubDate><![CDATA[Fri, 26 Jun 2009 19:58:50]]> GMT</pubDate>
				<author><![CDATA[ Kirbinator]]></author>
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				<title>Re:1500 Mech Eldar</title>
				<description><![CDATA[ <blockquote><div><cite>Kirbinator wrote:</cite><blockquote><div><cite>wustenfex wrote:</cite>I'd take an Autarch just for the bonus she adds to reserve rolls.  <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"></div></blockquote><br /> Same here  <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"><br /> <br /> I love my opponent's face when the board is blank turn 1 and the majority of my army comes in at my leisure on turn 2.</div></blockquote> <br /> Yeah, this particularly useful against a shooty army that starts first turn, or a drop podded force.<br /> <br /> The big advantage for staying in reserve is that you can attack his weaker flank. <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">]]></description>
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				<pubDate><![CDATA[Fri, 26 Jun 2009 20:09:37]]> GMT</pubDate>
				<author><![CDATA[ wuestenfux]]></author>
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