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		<title><![CDATA[Latest posts for the thread "1500 Eldar list"]]></title>
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				<title>1500 Eldar list</title>
				<description><![CDATA[ Putting my other ideas on hold, it looks like i'll be playing Eldar for at least a little but more... Here's what i intend to run! Let me know what you think, and if you have any ideas on how to improve it.<br /> <br /> Autarch, fusion gun, scorpion chainsword - 85<br /> <br /> 5x Fire dragons<br /> Waveserpent, Scatter-lasers, spirit stones - 205<br /> <br /> 5x Fire dragons<br /> Waveserpent, Scatter-lasers, spirit stones - 205<br /> <br /> 5x Dire avengers<br /> Waveserpent, Scatter-lasers, spirit stones, vectored engines, shuriken cannon - 215<br /> <br /> 5x Dire avengers<br /> Waveserpent, Scatter-lasers, spirit stones, vectored engines, shuriken cannon - 215<br /> <br /> 3x Guardian jetbikes, shuriken cannon, warlock, embolden, singing spear - 129<br /> <br /> Fire prism, shuriken cannon - 125<br /> <br /> Fire prism, Holo-fields, spirit stones - 160<br /> <br /> Fire prism, Holo-fields, spirit stones - 160<br /> <br /> Total = 1499<br /> <br /> General thoughts.<br /> Autarch in case i need to reserve, his fusion gun can help pop something open if needs be, his chainsword is there simply because i had the points.<br /> The 2x fire dragons should be enough melta, i find i hardly need 2 units, but just in case...<br /> Their serpents are kinda minimal, spiritstones so i can always move, but was considering taking them off for something else.<br /> The 2x Dires are simply scoring units, if i think i do not need both units, i can use one as bait.<br /> Their serpents, with the extra cannon, can sit backfield until i need them, where their vectored engines will come in real handy for getting to those hard to reach places.<br /> The jetbikes were a toss-up, either taking a fast, small unit and grab an objective late game, the spear possibly helping out down a tank, or guardians (10 with <span class="glossaryitem" onmouseover='gp(461);'>EML</span> and lock with embolden is 130, 1 point more, it can fit)<br /> As for the fire prisms... if i'm taking two... why not take 3?! The first one can join with another, then fire the cannon.<br /> The other two will be hard to get down at range with holofields, i might get weapon destroyed or shaken, but with spirit stones i can still go on and ram something or tankshock things off objectives.<br /> <br /> I think it needs a bit of a do-over, having no combat if fine for me, its messy, and i'd rather just shoot stuff, but i can't settle on guardians or jetbikes... at that unit size, they are both a bit meh, but all i want is an objective camper. This is also the first list i've made without a farseer (or two) and technically my first proper mech list.]]></description>
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				<pubDate><![CDATA[Mon, 10 Jan 2011 16:31:39]]> GMT</pubDate>
				<author><![CDATA[ dayve110]]></author>
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				<title>Re:1500 Eldar list</title>
				<description><![CDATA[ I like your list, but I'm not thrilled with it.  <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> <br /> <br /> 2 squads of Draons may be a bit overkill, especially at 1500 points.<br /> <br /> I'd try and make those <span class="glossaryitem" onmouseover='gp(25);'>DA</span> squads into the full 10+bladestorm.  At just 5, they'll never be able to leave the <span class="glossaryitem" onmouseover='gp(149);'>WS</span> and will only be good for capping objectives.  By making them 10, you can actually use them for firepower.<br /> <br /> 3 Fire Prisms may be a bit too much.  I'd also not bother with Spirit Stones.  Holo-field helps increase their survivability, but they don't need to be all that mobile, so Stones aren't needed.<br /> <br /> Also: Where's the Farseer?  I'd absolutely recommend you take 1.  I've run tons of different Eldar combos in the <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> slots, but I've found that no matter what else you've got, a Farseer is a great choice.<br /> <br /> The Autarch can be a nice addition.  Although, I'm not sure who you're having him ride with.  If he's with a 5-man <span class="glossaryitem" onmouseover='gp(25);'>DA</span> squad, he won't really be able to get out of the <span class="glossaryitem" onmouseover='gp(149);'>WS</span> and do anything, and you haven't given him a Jetbike to go with that squad...  What's the plan?]]></description>
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				<pubDate><![CDATA[Mon, 10 Jan 2011 18:56:33]]> GMT</pubDate>
				<author><![CDATA[ Grakmar]]></author>
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				<title>Re:1500 Eldar list</title>
				<description><![CDATA[ <blockquote><div><cite>Grakmar wrote:</cite>2 squads of Draons may be a bit overkill, especially at 1500 points.</div></blockquote><br /> Was thinking that aswell, trialed out a similar list and not really needed both units yet. It just nice incase the dragon serpent gets shot down to have a spare.<br /> <br /> <blockquote><div><cite>Grakmar wrote:</cite>I'd try and make those <span class="glossaryitem" onmouseover='gp(25);'>DA</span> squads into the full 10+bladestorm.  At just 5, they'll never be able to leave the <span class="glossaryitem" onmouseover='gp(149);'>WS</span> and will only be good for capping objectives.  By making them 10, you can actually use them for firepower.</div></blockquote><br /> I think i can get one unit to 10 with the models i have, bladestorm is great for anti-infantry, but i only have one Exarch model, the other, went missing.<br /> <br /> <blockquote class="uncited"><div>3 Fire Prisms may be a bit too much.  I'd also not bother with Spirit Stones.  Holo-field helps increase their survivability, but they don't need to be all that mobile, so Stones aren't needed.</div></blockquote><br /> I find most people don't assume fire prisms to tank shock units or ram, if i have the spare points i'll get stones, there not a must, but i really like being mobile. As for 3... well... i suppose you may be right. But playing with 3 is SO much fun =D<br /> <br /> <blockquote class="uncited"><div>Also: Where's the Farseer?  I'd absolutely recommend you take 1.  I've run tons of different Eldar combos in the <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> slots, but I've found that no matter what else you've got, a Farseer is a great choice.</div></blockquote><br /> Left my little psychic buddy at home, if i include a <span class="glossaryitem" onmouseover='gp(14);'>BS</span> <span class="glossaryitem" onmouseover='gp(25);'>DA</span> unit then i'll take a guide/doom seer. But with <span class="glossaryitem" onmouseover='gp(126);'>TL</span>-turrets on the serpents and most weapons wounding on 2's in the original list guide and doom seemed like a luxary<br /> <br /> <blockquote class="uncited"><div>The Autarch can be a nice addition.  Although, I'm not sure who you're having him ride with.  If he's with a 5-man <span class="glossaryitem" onmouseover='gp(25);'>DA</span> squad, he won't really be able to get out of the <span class="glossaryitem" onmouseover='gp(149);'>WS</span> and do anything, and you haven't given him a Jetbike to go with that squad...  What's the plan?</div></blockquote> Either in with <span class="glossaryitem" onmouseover='gp(25);'>DA</span>, if facing alot or armour, having an extra melta can't hurt, or with the <span class="glossaryitem" onmouseover='gp(464);'>FD</span>, detach him when they get out and pop 2 tanks.<br /> <br /> I'll work on a new list a little later. Any other comments coming in?]]></description>
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				<pubDate><![CDATA[Mon, 10 Jan 2011 23:38:28]]> GMT</pubDate>
				<author><![CDATA[ dayve110]]></author>
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				<title>Re:1500 Eldar list</title>
				<description><![CDATA[ <blockquote><div><cite>dayve110 wrote:</cite><blockquote><div><cite>Grakmar wrote:</cite>2 squads of Draons may be a bit overkill, especially at 1500 points.</div></blockquote><br /> Was thinking that aswell, trialed out a similar list and not really needed both units yet. It just nice incase the dragon serpent gets shot down to have a spare.</div></blockquote><br /> <br /> That is a good backup, but I don't think it's worth 205 points.  You're not really vulnerable to first turn shooting since you've got an Autarch.  And, if you keep it turbo-boosted, it should be reliable enough to get them to their target.  If you're really concerned, I'd toss Holo-fields on it.  It adds quite a bit of survivability for fewer points than whole 2nd squad.<br /> <br /> <blockquote><div><cite>dayve110 wrote:</cite><blockquote><div><cite>Grakmar wrote:</cite>I'd try and make those <span class="glossaryitem" onmouseover='gp(25);'>DA</span> squads into the full 10+bladestorm.  At just 5, they'll never be able to leave the <span class="glossaryitem" onmouseover='gp(149);'>WS</span> and will only be good for capping objectives.  By making them 10, you can actually use them for firepower.</div></blockquote><br /> I think i can get one unit to 10 with the models i have, bladestorm is great for anti-infantry, but i only have one Exarch model, the other, went missing.</div></blockquote><br /> <br /> Ouch about the Exarch!  You could try running a full squad in <span class="glossaryitem" onmouseover='gp(149);'>WS</span> and then a 5-man squad in a Falcon.  It's not as survivable as a <span class="glossaryitem" onmouseover='gp(149);'>WS</span>, but it puts out quite a bit more firepower.<br /> <br /> <blockquote><div><cite>dayve110 wrote:</cite><blockquote class="uncited"><div>3 Fire Prisms may be a bit too much.  I'd also not bother with Spirit Stones.  Holo-field helps increase their survivability, but they don't need to be all that mobile, so Stones aren't needed.</div></blockquote><br /> I find most people don't assume fire prisms to tank shock units or ram, if i have the spare points i'll get stones, there not a must, but i really like being mobile. As for 3... well... i suppose you may be right. But playing with 3 is SO much fun =D</div></blockquote><br /> <br /> Good point about the stones.  Cut them if you need the points, but it is a decent upgrade if you have nothing else to spend the points on.  Perhaps dropping the 3rd Fire Prism for my Falcon suggestion above?<br /> <br /> <blockquote><div><cite>dayve110 wrote:</cite><blockquote class="uncited"><div>Also: Where's the Farseer?  I'd absolutely recommend you take 1.  I've run tons of different Eldar combos in the <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> slots, but I've found that no matter what else you've got, a Farseer is a great choice.</div></blockquote><br /> Left my little psychic buddy at home, if i include a <span class="glossaryitem" onmouseover='gp(14);'>BS</span> <span class="glossaryitem" onmouseover='gp(25);'>DA</span> unit then i'll take a guide/doom seer. But with <span class="glossaryitem" onmouseover='gp(126);'>TL</span>-turrets on the serpents and most weapons wounding on 2's in the original list guide and doom seemed like a luxary</div></blockquote><br /> <br /> Hmmm.... good point.  Doom isn't too useful as most of your weapons are S6+.  Guide isn't too useful as most of your important weapons are <span class="glossaryitem" onmouseover='gp(126);'>TL</span>.  Fortune is probably your most useful power, but even then, it's not going to do wonders.  Perhaps your list as-is really doesn't need a Farseer.  Although, if you switch to Bladestorm, you need to fit him in  <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"> <br /> <br /> <br /> <blockquote><div><cite>dayve110 wrote:</cite><blockquote class="uncited"><div>The Autarch can be a nice addition.  Although, I'm not sure who you're having him ride with.  If he's with a 5-man <span class="glossaryitem" onmouseover='gp(25);'>DA</span> squad, he won't really be able to get out of the <span class="glossaryitem" onmouseover='gp(149);'>WS</span> and do anything, and you haven't given him a Jetbike to go with that squad...  What's the plan?</div></blockquote> Either in with <span class="glossaryitem" onmouseover='gp(25);'>DA</span>, if facing alot or armour, having an extra melta can't hurt, or with the <span class="glossaryitem" onmouseover='gp(464);'>FD</span>, detach him when they get out and pop 2 tanks.</div></blockquote><br /> <br /> I'm not a fan of keeping him with the Fire Dragons.  You'll end up dropping of the Dragons and then he's all on his own.  Dropping him off that way is just a recipe for suicide, either by shooting or in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>.<br /> <br /> <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>, he should go with a <span class="glossaryitem" onmouseover='gp(19);'>CC</span> squad (Banshees or Harlies), or on a Jetbike in a Council, or with a squad of Warp Spiders.  You're not running those, so perhaps you should try him with an Avenger catapult in a squad of Bladestorm <span class="glossaryitem" onmouseover='gp(25);'>DA</span>.  He'll add 3 more BS6 shots.  And, he may be enough to allow the <span class="glossaryitem" onmouseover='gp(25);'>DA</span> squad to actually charge a unit and finish it off after a Bladestorm.<br /> <br /> <blockquote><div><cite>dayve110 wrote:</cite>I'll work on a new list a little later. Any other comments coming in?</div></blockquote><br /> <br /> Not much, other than if you do remove the 2nd Fire Dragon squad and a Fire Prism, you should consider changing the <span class="glossaryitem" onmouseover='gp(25);'>DA</span> <span class="glossaryitem" onmouseover='gp(149);'>WS</span> to <span class="glossaryitem" onmouseover='gp(461);'>EML</span>.]]></description>
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				<pubDate><![CDATA[Tue, 11 Jan 2011 00:24:14]]> GMT</pubDate>
				<author><![CDATA[ Grakmar]]></author>
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				<title>1500 Eldar list</title>
				<description><![CDATA[ Grakmar has most of your bases nicely covered.<br /> I love the firedragons, but I usually run 1 squad of 5 in falcon but the another squad of 7 in <span class="glossaryitem" onmouseover='gp(149);'>WS</span>. Squad of 7 Gives you enough shots (although I usually throw in guide) to lay waste to power armor squads/termies/sanguinary guard (<span class="glossaryitem" onmouseover='gp(84);'>lol</span>). You really don't want to leave any survivors cause the ensuing assault can often take ages to get out of it. On that note, Autarch with <span class="glossaryitem" onmouseover='gp(464);'>FD</span> isn't bad, but you should still boost one of those squads to 7 even 8. Get him a power weapon tho- 1 witch with <span class="glossaryitem" onmouseover='gp(265);'>fnp</span> recently kept me stuck for 4 rounds of in combat. Lamerz. <br /> <br /> Remember to be sneaky with your fire prisms- contributing <span class="glossaryitem" onmouseover='gp(459);'>FP</span> out of line of sight, shooting prisms in 50% cover with the pivot turret peaking out.<br /> <br /> 5 man <span class="glossaryitem" onmouseover='gp(25);'>DA</span> squad in <span class="glossaryitem" onmouseover='gp(149);'>WS</span> kinda has no punch- and at 215 x 2! A waste really.<br /> <br /> Jetbikes would be much nicer!<br /> <br /> 7 man bike squads (inc warlock with conceal/embolden) + 2x shuriken cannons (x2!)<br /> <br /> Bikes are super survivable and unparalleled at nabbing objectives!<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 11 Jan 2011 06:37:32]]> GMT</pubDate>
				<author><![CDATA[ optimus-prime-time]]></author>
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