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		<title><![CDATA[Latest posts for the thread "Eldar 2500 List Newish"]]></title>
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				<title>Eldar 2500 List Newish</title>
				<description><![CDATA[ So i am starting an eldar army and going for a jetbike heavy list. so this is what i got.<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> Farseer- runes of warding, runes of witnessing, spirit stones, jetbike, singing spear, doom, and fortune<br /> <br /> X5 Warlocks on jetbikes <br />      X3 Destructor<br />      X1 Enhance, singing spear<br />      X1 Embolden, Singing Spear<br /> <br /> Elite<br /> X6 Fire dragons<br /> <br /> Wave Serpent- <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Bright Lances, Spirit Stones, Star Engines<br /> <br /> Troop<br /> X10 <span class="glossaryitem" onmouseover='gp(25);'>DA</span>- Exarch, <span class="glossaryitem" onmouseover='gp(486);'>PW</span> Shimmershield, Bladestorm<br /> <br /> Wave Serpent- <span class="glossaryitem" onmouseover='gp(126);'>TL</span> <span class="glossaryitem" onmouseover='gp(328);'>ML</span>, Spirit Stones, Star Engines<br /> <br /> <br /> X12 Guardian Jetbikes<br />        X2 with Shuriken Cannons<br /> <br /> X12 Guardian Jetbikes<br />        X2 with Shuriken Cannons<br /> <br /> X5 Pathfinders<br /> <br /> Fast<br /> <br /> X2 Vipers- Star Cannons<br /> <br /> X2 Vipers- Star Cannons<br /> <br /> Heavy<br /> <br /> X1 Fire Prisim- Holo-Field, Spirit Stones<br /> <br /> X1 Fire Prisim- Holo-Field, Spirit Stones<br /> <br /> X1 Fire Prisim- Holo-Field, Spirit Stones<br /> <br /> <br /> I have about 20 points to spare. alot of the people at my store are building ard boyz list and this is kind of my attempt at one. All tips and comments are appreciated.  <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">]]></description>
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				<pubDate><![CDATA[Fri, 29 Apr 2011 02:55:33]]> GMT</pubDate>
				<author><![CDATA[ ral606]]></author>
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				<title>Eldar 2500 List Newish</title>
				<description><![CDATA[ Well if you are going to run a bike list I would suggest that you shouldnt run Pathfinders. For their cost they really dont make their points back, and they really don't fit your theme. ( But if you like the models go for it )  <br /> Your seer council by most people standards is really small. If you plan on just using them as a distraction or as a sucide squad then you are good to go. But if you want them to be more of a threat and alot more surivable add a few naked warlocks for all the extra witchblade attacks and to get them where you need em. <br /> <br />  As for the guardian jetbikes if you are goin to run 12 you should run as many shuri cannons as you can( 4) . Most people run 3- 6 to unlock 2 cannons . Also consinder a warlock w/ spear for tankbusting  and embolden to keep them from falling back .<br />  Also for 15 points cheaper you can run <span class="glossaryitem" onmouseover='gp(461);'>eml</span> which has a 48" range and can be used as a defensive weapon if you move 12"]]></description>
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				<pubDate><![CDATA[Fri, 29 Apr 2011 03:26:57]]> GMT</pubDate>
				<author><![CDATA[ Eyesedragon]]></author>
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				<title>Re:Eldar 2500 List Newish</title>
				<description><![CDATA[ Lets start at the top and work our way down <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> -<br /> Your council is a bit small as Eyes pointed out, and the singing spears on them are not needed. Seer councils don't want to lose the extra attack in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> by using a two handed weapon. I can go into this more if you want, but for now I'll keep things brief. Also, Doom on a seer council isn't as needed either, as the council itself wounds on 2+. Go with guide, it's more flexible, and will give your council more of an edge.<br /> <br /> Elites - <br /> This comes up a lot, you should probably never take more than five dragons in a squad (So good job only taking six! Better than my first lists <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"> ). Second is their transport... Dragons are a suicide unit, and they need to be cheap to best accomplish that goal. It's best to take out that bright lance, drop the spirit stones and throw those star engines out the window. Instead, keep the serpent bare, with the exception of a cannon. This frees up quite a few points, and doesn't effect the &quot;dragon wagon&quot; in any real way. On another note, it's a good idea to have more than one squad like this. The more you have, the more likely they to reach their target.<br /> <br /> Troops -<br /> Hmmm, quite a few things to change here, and quite a few points to free up too, so get ready to have a lot more things to let fly after we're done here!<br /> Lets start with the dire avenger - Mostly good! Though I would never take the power weapon / shimmer shield combo. No matter how you slice it, avengers don't do well in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>. Always go with more ranged weapons on them if you are going with the full ten man squad. Keep bladestorm, it's amazing. I would probably drop the star engines on that serpent. Eldar tanks can move 24&quot; a turn anyways, the extra 12 shouldn't ever matter so long as you have positioning in mind (Which with Eldar, you need to)<br /> <br /> Now the Guardian bikes. Excellent choice, one of the best troops we have! However, in squads of 12 they are nothing but moving death traps. Squads too big to hide anywhere, and far too expensive to make up their own cost. Drop them down to squads of 3 and then add a warlock with a singing spear and embolden. The Lock does two things, first he adds some anti tank which the squad loves. Second, he adds staying power. Since guardians only have  a leadership 8, they run pretty easy, and on jetbikes when they run, boy do they run. Embolden will allow you to re roll failed leadership. It's a plus plus!<br /> <br /> <br /> Pathfinders... I used to love these guys. I made my friends FEAR my snipers. (My friends weren't the brightest, and never tried to bring a flamer to them though <span class="glossaryitem" onmouseover='gp(84);'>lol</span> ) However, they eat up points, and there are better places to put the points. Don't bring a standing unit to a mobile army, it will die.<br /> <br /> <br /> <br /> Fast Attack -<br /> Vypers aren't my favorite, they die easy. That being said, I don't know how they run really all that well as I don't use them, but I can comment on those star cannons. Star cannons are sadly, probably the worst item you can take. On paper, they look good. Wound marines on 2+, pierce terminator armor. it's great! And you get two shots! Sign me up! But wait... <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 3 means half my shots will miss? and 4+ cover saves... I don't like those odds. <br />  In short, if you must take the vypers, I'd suggest scatter lasers. They cost half as much, shoot twice as much. They don't pierce armor, but the volume of fire makes up for it.<br /> <br /> <br /> Heavy Support -<br /> I &lt;3 Prisms, and must say they do their jobs. My only suggestion there is switch one for a night spinner. 2x prisms and 1x nightspinner will put the pressure on your opponents.<br /> <br /> <br /> That's my advice, take it as you will. <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> ]]></description>
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				<pubDate><![CDATA[Fri, 29 Apr 2011 03:47:42]]> GMT</pubDate>
				<author><![CDATA[ Amanax]]></author>
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				<title>Re:Eldar 2500 List Newish</title>
				<description><![CDATA[ Wow i knew about the shuriken cannons for the jetbikes i just had a dumb moment and over looked them... as for the pathfinder I kinda just threw them in there to help hold objectives but i can see how they wouldnt do much. I switched out the <span class="glossaryitem" onmouseover='gp(327);'>BL</span> for <span class="glossaryitem" onmouseover='gp(461);'>EML</span> on the first wave serpent and added a worlock like you had sugested to give them a little more staying power and able to pop tanks. looking back 12 does seem kind of much but 3 seems kind of low... I think 6 with the lock would be alright. I have never heard of anyone using a shadow weaver and didnt know the rules for it until i just looked it up, but for the points its worth a try.<br /> <br /> <br /> It seems i need to go back and play with my list a bit. Ill revise it and post it later.]]></description>
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				<pubDate><![CDATA[Fri, 29 Apr 2011 03:51:26]]> GMT</pubDate>
				<author><![CDATA[ ral606]]></author>
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				<title>Eldar 2500 List Newish</title>
				<description><![CDATA[ I agree with amanax on all counts. 4 squads of 6 bikes, each with 2 cannons and a warlock is better. <br /> <br /> Only small thing is that embolden re rolls leadership not saves, but that's minor. Otherwise very sound and thorough advice. ]]></description>
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				<pubDate><![CDATA[Fri, 29 Apr 2011 08:30:41]]> GMT</pubDate>
				<author><![CDATA[ Reanimator]]></author>
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				<title>Re:Eldar 2500 List Newish</title>
				<description><![CDATA[ Typo. Whoops. &lt;_&lt;<br /> <br /> Fixed]]></description>
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				<pubDate><![CDATA[Fri, 29 Apr 2011 08:50:10]]> GMT</pubDate>
				<author><![CDATA[ Amanax]]></author>
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				<title>Eldar 2500 List Newish</title>
				<description><![CDATA[ @ Amanax<br />  I think he wanted doom for the flamers which always nets you more wounds for 'em. And the nice thing about doom is its range and how it benefits every unit you have against that enemy unit you cast it on . I can see guide being usefull for the spears but the farseer hits on a 2+ the shuri cats are all twinlinked so  wat else would you want to guide within 6" ?]]></description>
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				<pubDate><![CDATA[Fri, 29 Apr 2011 17:44:57]]> GMT</pubDate>
				<author><![CDATA[ Eyesedragon]]></author>
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				<title>Eldar 2500 List Newish</title>
				<description><![CDATA[ <blockquote><div><cite>Eyesedragon wrote:</cite>@ Amanax<br />  I think he wanted doom for the flamers which always nets you more wounds for 'em. And the nice thing about doom is its range and how it benefits every unit you have against that enemy unit you cast it on . I can see guide being usefull for the spears but the farseer hits on a 2+ the shuri cats are all twinlinked so  wat else would you want to guide within 6" ?</div></blockquote><br /> <br /> Unless I'm missing something, you are mistaken about the farseer. I just went through my codex real quick, and double checked witchblades to make sure I hadn't misread anything. No where, would the farseer HIT on a 2+. Only model in the game that I can think of off the top of my head that can do that is a Chaos model. ]]></description>
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				<pubDate><![CDATA[Fri, 29 Apr 2011 17:48:49]]> GMT</pubDate>
				<author><![CDATA[ Amanax]]></author>
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				<title>Eldar 2500 List Newish</title>
				<description><![CDATA[ I was talking about him shooting or throwing his spear... =3]]></description>
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				<pubDate><![CDATA[Sat, 30 Apr 2011 04:43:01]]> GMT</pubDate>
				<author><![CDATA[ Eyesedragon]]></author>
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				<title>Re:Eldar 2500 List Newish</title>
				<description><![CDATA[ I got ya. Generally, most people use seers as melee units, as they are the best the Eldar have to offer, and are one of the most devastating squads in the game as a melee unit thanks to their survivability, mobility, and quality of attacks. Shooting, generally doesn't come to my mind when I think of a seer council due to those facts other than weapons to use just before I making an assault. Sorry for misunderstanding. <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Sat, 30 Apr 2011 06:11:01]]> GMT</pubDate>
				<author><![CDATA[ Amanax]]></author>
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