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				<title>1000 point Eldar List - Beginning Mech</title>
				<description><![CDATA[ This is my planned 1000 point Eldar list, I'm planning Mechdar because I love the concept and flavor, it doesn't hurt that it's pretty strong as well  <img src="/s/i/a/3280d57d913d8178fb42a55db16d1e89.gif" border="0"> <br /> <br /> The basic idea is to cover all my bases offensively so that I win out in mobility. There's a Jetbike Council for assault dominance, two Wave Serpents full of Dire Avengers to shred troops and take objectives, and a trio of War Walkers for heavy fire. <br /> <br /> <b><u><span class="glossaryitem" onmouseover='gp(56);'>HQ</span></u></b><br /> Farseer		        55	[115]<br /> 	-Jetbike		30<br /> 	-Fortune		30<br /> <br /> Warlock		        25	[60]<br />         -Jetbike		20<br />         -Enhance		15<br /> <br /> 2x Warlock		        25	[110]<br />         -Jetbike		20<br />         -Destructor		10<br /> <br /> <b><u>Troops</u></b><br /> 10x Dire Avengers	12	[120]<br /> <br /> 10x Dire Avengers	12	[120]<br /> <br /> <b><u>Elites</b></u><br /> 2x Wave Serpent [270]<br /> -Bright Lances<br /> <br /> <br /> <b><u>Heavy Support</u></b><br />  War Walker		        30	[70]<br /> 	-Starcannon		25<br />         -Scatter Laser		15<br /> <br /> War Walker		                30	[70]<br />         -Starcannon		25<br />         -Scatter Laser      	15<br /> <br /> War Walker		                30	[65]<br />         -E. Missile Launcher	20<br />         -Scatter Laser	        15<br /> <br /> Points: 1000<br /> <br /> Anti-tank: Bright Lances can pop Land Raiders, and two should be enough for 1000 point games. <br /> Anti-power armor: Starcannons on the Outflanking War Walkers have 6 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 2 shots, plus the <span class="glossaryitem" onmouseover='gp(461);'>EML</span>.<br /> Anti-Infantry: Dire Avengers were made for shredding infantry, packed in Wave Serpents is a plus on this. <br /> Assault: Bike Council, with Fortune, Destructors before the charge, bike armor saves, and Enhance... <img src="/s/i/a/fd71d655ed1170b5e731d23d94924695.gif" border="0"> <br /> Ranged shooting: War Walkers, but they are probably not going to last long, so iffy<br /> Mobile shooting: Bright Lances off the Wave Serpents can one-shot a lot, but also iffy<br /> Flexibility: Dire Avengers in Serpents can objective dash and hunt, others are malleable<br /> Resilience: Troops are mech'd so better than foot, Farseer has Fortune, walkers are stupid weak  <img src="/s/i/a/053f30f6773034eb25223d86f0e00d8d.gif" border="0"> <br /> Synergy: Lots of mobility, great at covering bases in terms of targets, so it should function together<br /> <br /> The weaker points ended up being: ranged and mobile shooing, and resilience. Eldar aren't the toughest bunch anyway, and this list does relatively ok, and ranged only falls through once the Walkers are gone, which is easy to do but not necessarily a guarantee, especially with Outflank. Mobile shooting is actually not that bad either, given that the Dire Avengers do have dedicated transports. <br /> <br /> The glaring issue is lack of models. This list is light on its feet, but also light on bodies. If I'm beaten to the punch, I'm not sure how this list will manage. I also am not sure my weapons choices on the War Walkers are best, I think it does what I want it to though. <br /> <br /> Thoughts? Advice? And this is my first post so don't expect me to be an expert haha<br /> <br /> I think the list covers its bases, what do you guys think? <br /> <br /> (oh and if my information or formatting is off I'll fix it)<br /> ]]></description>
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				<pubDate><![CDATA[Mon, 29 Nov 2010 22:00:25]]> GMT</pubDate>
				<author><![CDATA[ Awesomea1010]]></author>
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				<title>Re:1000 point Eldar List - Beginning Mech</title>
				<description><![CDATA[ I completely agree with this army except for one thing.<br /> <br /> Warwalker weapons.<br /> <br /> Walkers aren't stupid weak. <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> Either outflank them, and throw scatter lasers on them, or walk them up benefiting from cover behind a wave serpent... with scatter lasers.<br /> <br /> One warwalker can easily tie up an infantry unit without krak grenades for a game, 8 S6 shots is enough to put a decent amount of wounds on one unit, or outflank shoot and assault a tank. (Hopefully breaking it!)<br /> <br /> Just stick with pure scatter lasers and you will be fine, they have enough shots to make marines roll over, and enough strength to pop transports. (Horrid abundance of cover anyway)]]></description>
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				<pubDate><![CDATA[Mon, 29 Nov 2010 22:56:11]]> GMT</pubDate>
				<author><![CDATA[ Inquisitor_Syphonious]]></author>
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				<title>1000 point Eldar List - Beginning Mech</title>
				<description><![CDATA[ I switched up the weapons, I think this configuration is waaaay stronger already, gone is that lone shuriken cannon, and now they all have scatter lasers, drastically increasing the number of shots. <br /> <br /> I still have 2 starcannons and an <span class="glossaryitem" onmouseover='gp(461);'>EML</span> so i think that change is all for the better <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> The list in the <span class="glossaryitem" onmouseover='gp(280);'>OP</span> is the current and correct list. ]]></description>
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				<pubDate><![CDATA[Tue, 30 Nov 2010 01:19:20]]> GMT</pubDate>
				<author><![CDATA[ Awesomea1010]]></author>
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				<title>Re:1000 point Eldar List - Beginning Mech</title>
				<description><![CDATA[ I'm considering changing my Heavy Support allocation from what it currently is to this:<br /> <br /> <br /> <u>Heavy Support:</u><br /> War Walker		30	[50]<br /> -Shuriken Cannon	5<br /> -Scatter Laser		15<br /> <br /> War Walker		30	[50]<br /> -Shuriken Cannon	5<br /> -Scatter Laser		15<br /> <br /> 3x Dark Reaper	35	[105]<br /> <br /> <br /> That's 14 total shots coming out of the Outflanking War Walker unit, and now 6 S5 AP3 shots coming from 48". The Reapers provide long range power-armor killing fire, and the War Walker unit still makes a lot of shots.<br /> <br /> Thoughts? Is this a good idea or a bad change?<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 2 Dec 2010 04:47:51]]> GMT</pubDate>
				<author><![CDATA[ Awesomea1010]]></author>
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				<title>1000 point Eldar List - Beginning Mech</title>
				<description><![CDATA[ I like the other War Walker.  You will see how amazing 2x Scatter Lasers are a piece once you run them.  Not to mention the Theme is a lot cooler than having random Dark Reapers in there.  ]]></description>
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				<pubDate><![CDATA[Thu, 2 Dec 2010 05:03:47]]> GMT</pubDate>
				<author><![CDATA[ Bad_Sheep37]]></author>
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				<title>1000 point Eldar List - Beginning Mech</title>
				<description><![CDATA[ I'd consider War Walkers with shuricannons, they are cheap and effective at this point level.<br /> Dark Reapers have no place in a mech list.]]></description>
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				<pubDate><![CDATA[Thu, 2 Dec 2010 10:08:12]]> GMT</pubDate>
				<author><![CDATA[ wuestenfux]]></author>
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				<title>1000 point Eldar List - Beginning Mech</title>
				<description><![CDATA[ Yeah don't go near the Dark Reapers. I swap the Warwalkers for shurikens cannon or scatter lasers.<br /> <br /> I'd get more anti-tank. 2 <span class="glossaryitem" onmouseover='gp(327);'>BL</span> shots doesn't really cover it at this point level. Going all Scatter Laser on the Warwalkers would help cover that but I'd personally try to find room for Fire Dragons. I'm just not convinced by such a small council even at this point level.]]></description>
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				<pubDate><![CDATA[Thu, 2 Dec 2010 10:26:34]]> GMT</pubDate>
				<author><![CDATA[ FlingitNow]]></author>
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				<title>Re:1000 point Eldar List - Beginning Mech</title>
				<description><![CDATA[ I'm considering redoing the list as follows, taking out the bike council for a third wave serpent dedicated to a squad of fire dragons. All the serpents would have twin-linked scatter lasers now, and the war walkers would have a scaled down weapon set for maximum number of shots. The Avatar replaces the council as the <span class="glossaryitem" onmouseover='gp(19);'>CC</span> expert, he's on foot and will be a target but is also pretty resilient. This list can fire a LOT of shots per turn with 6 scatter lasers and all the other weaponry. The fire dragons become my main anti-tank, but the scatter lasers can take most lower armored vehicles out. <br /> <br /> <br /> <u><span class="glossaryitem" onmouseover='gp(56);'>HQ</span>:</u><br /> Avatar of Khaine [155]<br /> <br /> <u>Troops:</u><br /> 	10 Dire Avengers	12	[120]<br /> <br /> 10 Dire Avengers	12	[120]<br /> <br /> <u>Elites:</u><br /> 	Wave Serpent (<span class="glossaryitem" onmouseover='gp(25);'>DA</span>)	90	[135]<br /> 	-Scatter Laser		25<br /> <br /> 	Wave Serpent (<span class="glossaryitem" onmouseover='gp(25);'>DA</span>) 	90	[135]<br /> -Scatter Laser		25<br /> <br /> 	Wave Serpent	 (<span class="glossaryitem" onmouseover='gp(464);'>FD</span>)	90	[135]<br /> 	-Scatter Laser		25<br /> <br /> 	5 Fire Dragons	16	[80]<br /> -Exarch 12<br /> <br /> <u>Heavy Support:</u><br /> 	 War Walker		30	[50]<br /> 	-Shuriken Cannon	5<br /> -Scatter Laser		15<br /> <br /> War Walker		30	[50]<br /> -Shuriken Cannon	5<br /> -Scatter Laser		15<br /> <br /> 	 War Walker		30	[50]<br /> 	-Shuriken Cannon	5<br /> -Scatter Laser		15<br /> <br /> <br /> <br /> <br /> <br /> thoughts?<br /> ]]></description>
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				<pubDate><![CDATA[Sun, 5 Dec 2010 02:12:54]]> GMT</pubDate>
				<author><![CDATA[ Awesomea1010]]></author>
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				<title>1000 point Eldar List - Beginning Mech</title>
				<description><![CDATA[ Putting mismatched weapons on the walkers means you have a range compromise. <br /> Either all Scatters or all Shuris. <br /> Or all <span class="glossaryitem" onmouseover='gp(461);'>EMLs</span>.<br /> <br /> Also, the Avatar is kinda out of place. <br /> Run a Farseer with an Avenger squad.]]></description>
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				<pubDate><![CDATA[Sun, 5 Dec 2010 11:50:14]]> GMT</pubDate>
				<author><![CDATA[ Danu]]></author>
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				<title>1000 point Eldar List - Beginning Mech</title>
				<description><![CDATA[ Its kinda hard to read since Serpents are dedicated transports and should be listed with the units transporting them.<br /> <br /> As said, the Avatar is out of place, he's a beast in a footslogging army, but cannot keep up with the fast skimmers.<br /> I'd take Doomseer.]]></description>
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				<pubDate><![CDATA[Sun, 5 Dec 2010 15:29:04]]> GMT</pubDate>
				<author><![CDATA[ wuestenfux]]></author>
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				<title>Re:1000 point Eldar List - Beginning Mech</title>
				<description><![CDATA[ I like a good mechanized list. I don't like when people cry 'cheese' and 'spam' and other various food expletives because we exploit mechanized armies, which seems to be the trend in 5th ed. If anything, we are on a fluffy level, one of the most appropriate factions to use such tactics. We are fragile, we are few in number, and we have a quick reflexive precision style of fighting, not a brute force hulk. We have the technology to defy gravity, go very fast and use energy shields in place of heavy armor and chugging tracked vehicles. It makes the most sense that we would be highly mobile, and hiding our fragile mortal shells inside some force fields and wraithbone plating, not just because everyone is jumping on that bandwagon but because it is what we were meant to do. So woo hoo go mechanized Eldar! <br /> <br /> Anyway, enough cheerleader pep talking, on to the nitty gritty:<br /> <br /> I liked the feel of the origional list as far as what kind of units it involved, but, like all the other responses, I was a bit challenged by the  details, the too-small seer council, the mishmash weapon arrangements, and so on, so I thought I would give it a go streamlining it a bit. So<br /> here's another one to try using more or less the same models just with different weapons:<br /> <br /> <u>Headquarters: 80 points</u><br /> Farseer/ Doom (80)<br /> <br /> <u>Troops: 304 points</u><br /> Dire Avengers:10/ Exarch, Bladestorm, Extra Shuriken Catapult (152)<br /> Dire Avengers:10/ Exarch, Bladestorm, Extra Shuriken Catapult (152)<br /> <br /> <u>Elites: 80 points</u><br /> Fire Dragons:5 (80)<br /> <br /> <u>Heavy Support: 160 points</u><br /> Warwalker/ 2x Scatterlaser (60)<br /> Warwalker/ 2x Scatterlaser (60)<br /> Warwalker/ 2x Shuriken Cannon (40)<br /> <br /> <u>Dedicated Transports:375 points </u><br /> Wave Serpent(<span class="glossaryitem" onmouseover='gp(25);'>DA</span>)/ twin Brightlance (135)<br /> Wave Serpent(<span class="glossaryitem" onmouseover='gp(25);'>DA</span>)/ twin Brightlance (135)<br /> Wave Serpent(<span class="glossaryitem" onmouseover='gp(464);'>FD</span>)/ twin Shuriken Cannon (105)<br /> ____<br /> 999<br /> <br /> The reasons behind these little detail changes:<br />  Farseer: Fortune works better for models with an invul save (besides you will be in transports half the time anyway) and Doom is ideal for the pinpoint strike tactic of mech Eldar play. It would have made sense on a Warlock squad or an Avatar, but not so much on Avengers. Finally, correct me if I'm wrong, but since Fortune has to be cast at the beginning of the turn, and the intended squad won't be on the table until the movement phase, it can't be cast on them yet. (It has never come up in any of my games since I only use it on invul guys who I don't put in transports).<br /> <br />  Dire Avengers: Bladestorm is ideal for mech Eldar because, like has already been said, you don't really want them on the table if possible. Serpents are better protection. Move/dismount/shoot against a 'doomed' target with bladestorm, followed by a next turn remount to reload while serpents relocate to safety is a very good tried-and-true approach to playing mech Eldar. Two of the most common mechdar consistencies I see in people's "competative" mechanized lists are the doom, bladestorm and relocate (rinse and repeat 3 times in a game) and the popular "dragon wagon".<br />  <br /> Fire Dragons: Considered by many to be an absolute no-brainer-must-have-<span class="glossaryitem" onmouseover='gp(264);'>FTW</span> serpent carrying kamikazi dragons for a competative list. I don't believe it is necessary, but many tournament players use 3 of these in their lists. The reason is that they are one of the few units we have that didn't get hindered by 5th ed. rules changes, or made obsolete by newer codex getting better, cheaper stuff than we have access to. Codex creep griping aside, it's also because everyone is scared of them. Lots of tournament lists I have seen use all their elite slots for squads of these. Why "kamikazee"? Well I would love for them to survive their initial strike but, exarch or not, it usually isn't likely, given that they have to be dropped off so close and will be the number one priority target for the return fire or be charged by anything that can reach them, unless your opponent is a moron or very unlucky, they are going to die the turn arfter they hit the table. So pick your target wisely, don't be tempted to pop them out against anything less than the worst biggest nasty. Dragons also don't benefit as much as other squads from their exarch. 5 plain are usually enough to get their job done without the help of an exarch, more would be nice to make for damn sure they get 'er 'dun but points are points. It just doesn't justify the cost of the character upgrade, tankhunters is just overkill. They are one of the last aspects that I bother to spend points on an exarch for, and most other Eldar players I have talked to agree with this.<br /> <br />  Warwalkers: Most posts about this have warned you against the mixed weapons and I agree. I would like to have had all scatterlasers too but had to cut a few points somewhere, hence the shuricannon (at least it's close).<br />  Here's the numbers regarding the starcannon versus Scatter Laser Versus shuriken cannon against a T4, 3+ save, in a no cover situation (it gets even much worse for the Starcannon when cover saves are involved):  For the mathhammer take on it, Starcannons kill <span class="glossaryitem" onmouseover='gp(95);'>MEQs</span> at 0.020833333 per point spent. Scatterlasers kill 0.037037037 per point, and Shuriken Cannon kill 0.0833333 per point, so strictly speaking in a number crunch, a Starcannon is very inefficient at killing <span class="glossaryitem" onmouseover='gp(95);'>MEQs</span> for its cost. On an individual level, a starcannon kills 0.8333333 while a scatter kills .5555555 and a Shuriken Cannon kills 0.4166666 per gun. Yes the starcannon is better, but the amount of 'better' compared to the ridiculously high cost of it is not even close to a good value, considering you can afford 2 scatterlasers and then some for the price of a starcannon.<br /> <br />  Wave Serpents: The Brightlance are good, but a third one is not so necessary with the inclusion of the dragons. I made it as cheap as possible to free up points towards the oh-so-lovely bladestorm, and give it to the dragons who will be dropping in close, making the range not so much of an issue. Range is the biggest advantage of a scat over a shcan, and although that 1 extra potential hit is nice, those 10 points are better spent towards your Avenger upgrade.]]></description>
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				<pubDate><![CDATA[Sun, 5 Dec 2010 16:15:40]]> GMT</pubDate>
				<author><![CDATA[ yeenoghu]]></author>
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