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		<title><![CDATA[Latest posts for the thread "1500 Mechdar"]]></title>
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				<title>1500 Mechdar</title>
				<description><![CDATA[ I am a new user to Dakka and fairly new to <span class="glossaryitem" onmouseover='gp(3);'>40k</span> as well. Me and a friend learned to play and are going to play at a local store as soon as we get all of our models together. I have really taken to Eldar and specifically Mechdar. This is my proposed list for 1500 points.<br /> <br /> <b><span class="glossaryitem" onmouseover='gp(56);'>HQ</span></b> - Farseer with Fortune, 5 Warlocks(2 w/Destructor, 1 w/Enhance, 1 w/Embolden, 1 w/no power) - 250 points<br /> <br /> <br /> <b>Troops</b> - (10) Dire Avengers, Exarch w/2x Catapult, Bladestorm - 152 Points<br />                       Wave Serpent w/Missile Launcher, ShuriCannon - 130 Points<br /> <br />              (3) Jetbikes (1 w/ShuriCannon) - 76 Points<br /> <br />              (3) Jetbikes (1 w/ShuriCannon) - 76 Points<br /> <br />              (10) Guardians w/Bright Lance - 110 Points<br /> <br /> <br /> <b>Elites</b> - (5) Fire Dragons - 80 Points<br />                Wave Serpent w/Missile Launcher, ShuriCannon - 130 Points<br /> <br /> <br /> <b>Heavy</b> - Fire Prism w/Holo Field, ShuriCannon - 160 Points<br /> <br />             Fire Prism w/Holo Field, ShuriCannon - 160 Points<br /> <br />             Falcon w/Scatter Laser, Holo Field, ShuriCannon - 175 Points<br /> <br /> <br /> <br /> Comes out to 1499 Points. The Seer Council get loaded in the Falcon.  The basic idea is that the guardians take cover on an objective and along with the 5 tanks, try to bust transports. Keep away from the enemy and shoot from long range. The Seer Council along with the Dire Avengers should be sufficient anti-horde and the Fire Dragons are for Land Raiders and the like as well as being great terminator killers. Bikes for jetting to capture/contest objectives as well as adding a bit of firepower. Fire Prisms are great anti-horde/<span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>/transport depending on what method of firing. Please comment on what you think as well as any improvements you believe could be made. Thank you.]]></description>
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				<pubDate><![CDATA[Wed, 17 Mar 2010 06:51:01]]> GMT</pubDate>
				<author><![CDATA[ Zyckz]]></author>
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				<title>Re:1500 Mechdar</title>
				<description><![CDATA[ A Scatter Laser is better than a <span class="glossaryitem" onmouseover='gp(328);'>ML</span> in bringing down transports, and is at least as good at killing infantry. I would suggest dropping the <span class="glossaryitem" onmouseover='gp(328);'>ML</span>.<br /> The points gained would go towards runes of warding/witnessing. You can shut down an opponents psychic powers effectively with the offensive stones, it's a bargain.<br /> <br /> Most of your vehicles have the underslung Shuricannon. This is fine, but do realise you can only fire both weapons if you move less than 6" with a fast vehicle, negating one of Eldars' stongest suits, mobility.<br /> <br /> You will probaly have to decide each and every game if you want to defend your Guardians with the Bright Lance. This is fine, but again if you do you will not make use of the speed of your units. You DO pay for the mobility in points  <img src="/s/i/a/813fd55ae283423385e2697b5fbde8c7.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Wed, 17 Mar 2010 13:05:22]]> GMT</pubDate>
				<author><![CDATA[ Nivoglibina]]></author>
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				<title>1500 Mechdar</title>
				<description><![CDATA[ You need to bulk up your troops. You only have 26 models and eldar are fragile. Those guardians will be on foot so will need to make sure they're in cover.<br /> <br /> I tend to take brightlances on my serpents with underslug shuri cannon. The lances can tackle tougher armour better and take wounds of monstrous creatures too. The shuri cannon helps with this role, but better for weaker vehicles and anti infantry - but once the brightlance has been broke off at least the shuri cannon can threaten things, unlike the shuri catapults.<br /> <br /> I would double the fire dragon units; so you have 2. The serpent doesn't need a missile launcher as the dragons are cracking transports. Use the dragons to pop a transport and then with shuri cannons on the serpent gun down the survivors.<br /> <br /> The fire prism just sits back and shoots with it's 60" range. Drop the shuri cannon as not a lot should reach it.]]></description>
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				<pubDate><![CDATA[Wed, 17 Mar 2010 13:43:43]]> GMT</pubDate>
				<author><![CDATA[ mercer]]></author>
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				<title>Re:1500 Mechdar</title>
				<description><![CDATA[ Thanks to both of you for your insights.  I agree that the ShuriCannons probably don't need to be on the Fire Prisms because of it's range. I was thinking of possibly doing a bit more min/max with the troop choices to up the amount of grav tanks as well as to take away a use for anti-infantry for my opponent. One thing I'm concerned about with this list is assault termies in a <span class="glossaryitem" onmouseover='gp(87);'>LR</span>.  The Fire Dragons can bust up the <span class="glossaryitem" onmouseover='gp(87);'>LR</span> most likely but I don't really have any AP2 weaponry besides the focused Prism Cannon.  I am most likely taking the Missile Launchers off the Wave Serpents in favor of the <span class="glossaryitem" onmouseover='gp(219);'>SL</span> but with probably keep the ShuriCannon on them if I minimize the troops inside to keep up some of the firepower lost.  Will post a revised list soon.  ]]></description>
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				<pubDate><![CDATA[Thu, 18 Mar 2010 04:42:01]]> GMT</pubDate>
				<author><![CDATA[ Zyckz]]></author>
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				<title>1500 Mechdar</title>
				<description><![CDATA[ I recommend dropping the council.<br /> <br /> Add stones to Farseer and add Doom. Or exchange for Eldrad.<br /> <br /> Add Defend to <span class="glossaryitem" onmouseover='gp(25);'>DA</span> Exarch. Exchange dual shur-cats for <span class="glossaryitem" onmouseover='gp(486);'>PW</span> and shimmershield. This is a psuedo council. Does a good job at holding up opponent. Scoring unit, too.<br /> <br /> Add spirit stones to vehicles.<br /> <br /> You can probably get away with 1 squad of Dragons.<br /> <br /> Drop Falcon and Prisms. Add Warwalkers with x2 Scatterlasers.<br /> <br /> If you already have the models, go with them. Eventually add some of stuff, I mentioned. ]]></description>
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				<pubDate><![CDATA[Thu, 18 Mar 2010 06:57:32]]> GMT</pubDate>
				<author><![CDATA[ Old Man Ultramarine]]></author>
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				<title>Re:1500 Mechdar</title>
				<description><![CDATA[ Revised list with a lot of changes made based on feedback.<br /> <br /> <br /> Farseer w/Spirit Stones, Runes of Warding, Doom, Fortune - 145<br /> <br /> 9 Dire Avengers w/Exarch, Defend, Bladestorm, Shimmershield - 165<br /> Wave Serpent w/<span class="glossaryitem" onmouseover='gp(219);'>SL</span>, Shuricannon - 125<br /> <br /> 9 Dire Avengers w/Exarch, 2xCatapult, Bladestorm - 140<br /> Wave Serpent w/<span class="glossaryitem" onmouseover='gp(219);'>SL</span>, Shuricannon - 125<br /> <br /> 3 Jetbikes w/Shuricannon - 76<br /> <br /> 3 Jetbikes w/Shuricannon - 76<br /> <br /> 5 Fire Dragons - 80<br /> Wave Serpent w/<span class="glossaryitem" onmouseover='gp(219);'>SL</span> - 115<br /> <br /> Fire Prism w/Holo Field - 150<br /> <br /> Fire Prism w/Holo Field - 150<br /> <br /> Fire Prism w/Holo Field - 150<br /> <br /> <br /> The Farseer goes with the <span class="glossaryitem" onmouseover='gp(25);'>DA</span> with shimmershield/defend.  6 grav tanks at 1500 seems pretty good.  I was wanting to add another <span class="glossaryitem" onmouseover='gp(25);'>DA</span> squad to make my troops more durable and by dropping the seer council this was possible.  Don't really want to go lower than the 4 scoring units as well.  Also, I'm a little unsure of Eldar Walkers.  They seem fragile and firing 1 BS3 weapon while moving much slower that everything else in the list seems bad.  I could very well just be inexperienced but please elaborate on their strengths and uses.  Thank you all for feedback, keep it coming.]]></description>
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				<pubDate><![CDATA[Thu, 18 Mar 2010 07:42:25]]> GMT</pubDate>
				<author><![CDATA[ Zyckz]]></author>
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				<title>Re:1500 Mechdar</title>
				<description><![CDATA[ <blockquote><div><cite>Zyckz wrote:</cite> Also, I'm a little unsure of Eldar Walkers.  They seem fragile and firing 1 BS3 weapon while moving much slower that everything else in the list seems bad.  I could very well just be inexperienced but please elaborate on their strengths and uses.  Thank you all for feedback, keep it coming.</div></blockquote><br /> <br /> They are fragile and slow, you're right about that. But for their cost you get a lot of firepower, it's not 1 weapon but 2 weapons each War Walker. A full squad of walkers with Scatter Lasers is 24 S6 shots for 180 points.<br /> They have 'scout' so you can outflank them, making them more likely to disrupt the opponent or getting side armour shots.]]></description>
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				<pubDate><![CDATA[Thu, 18 Mar 2010 10:07:22]]> GMT</pubDate>
				<author><![CDATA[ Nivoglibina]]></author>
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				<title>1500 Mechdar</title>
				<description><![CDATA[ Once you play Warwalkers, after playing Prisms. You will understand.<br /> <br /> I cosign all Nivoglibina said about them. The volume of shots is abit unnerving for opponent. Usually at rear armor via outflanking.]]></description>
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				<pubDate><![CDATA[Thu, 18 Mar 2010 19:22:48]]> GMT</pubDate>
				<author><![CDATA[ Old Man Ultramarine]]></author>
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				<title>Re:1500 Mechdar</title>
				<description><![CDATA[ Second list is much better.  3 Fire Prisms I find to be really pointless, and I always recommend 2 and a falcon.  You could drop the holo-fields on the<br /> prisms to get the points for a <span class="glossaryitem" onmouseover='gp(327);'>BL</span> Falcon.  However, 3 prisms aren't totally useless or anything.  <br /> <br /> Both previous posters have given you some good feedback.  I this list the only way I'd take walkers is to outflank them as Ultra suggested above.<br /> Flanking they're NASTY.  Sitting around on turn one can be good for you, but due to the weaknesses inherent in 10 armor squadrons... it can be<br /> really bad for you.  Outflank solves that problem.  However, I will say that you can probably make due with 2 x Shuricannon walker squadrons<br /> at 60 points cheaper per squadron if you plan to outflank the Shuricannons will very likely be in range and it saves you tons of points and you <br /> only lose 6 shots.]]></description>
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				<pubDate><![CDATA[Thu, 18 Mar 2010 22:01:48]]> GMT</pubDate>
				<author><![CDATA[ Zain60]]></author>
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