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		<title><![CDATA[Latest posts for the thread "1250 eldar versatility detachment."]]></title>
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				<title>1250 eldar versatility detachment.</title>
				<description><![CDATA[ <br /> <br /> Hey chaps! New to the forum here.<br /> <br /> I haven't played since 3rd edition, apart from a couple of tiny practice skirmishes with the dark vengeance kit. Next week I've four games in a day, variously against a seasoned space marine player (I know he'll take a 700 ish point Lysander or Belial deathstar - 10 <span class="glossaryitem" onmouseover='gp(19);'>cc</span> terminators with 2+/3++), a newer-than-me <span class="glossaryitem" onmouseover='gp(22);'>csm</span> player working with the dark vengeance troop set, and a hardened veteran playing either his super-resurrecty flyer heavy necrons or his million-tank-wonder <span class="glossaryitem" onmouseover='gp(69);'>IG</span>. <br /> <br /> The games are 1250 points, with the same troop list all day. <br /> <br /> I've decided to drag some eldar out of the cupboard, blow off the dust and throw them onto the front lines.<br /> <br /> The proposed list:<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> <br /> Avatar + fast shot + disarming strike. 225pt<br /> <br /> Troop<br /> Windrider guardians x 5. 85pt<br /> Windrider guardians x 5. 85pt<br /> Windrider guardians x 5. 85pt<br /> <br /> Fast attack<br /> Hornets x 2 + 4 x pulse lasers + holofields. 190pt<br /> Hornets x 2 + 4 x pulse lasers + holofields. 190pt<br /> <br /> Heavy support<br /> Wraithlord + 2 x flamers + ghost glaive + scatter laser + bright lance. 165pt<br /> Night spinner + holofield. 130pt<br /> Vaul's wrath battery (3). 90pt<br /> <br /> 1245 total.<br /> <br /> The hope is to use the footsloggers (avatar + wraithlord) to slog slowly towards their lines (or any nasty deepstrikers) hopefully drawing all the anti-<span class="glossaryitem" onmouseover='gp(9);'>av</span> fire. Meanwhile the night spinner and vaul's wrath hide out of sight dropping nasty anti infantry (or anti light armour) barrages and the jet bikers zip around making a general nuisance of themselves (trying to stay alive to grab objectives, mostly). No shuriken cannons, I'm relying on the extra move they get in assault phase to keep them out of close combat, and dance around the edge of charge range. The hornets pack the real sting, however, trying to get behind any armour they're foolish enough to bring and nipping at any terminators or the like. They're also my anti flyer - hopefully I can use their flat out to get behind any flyers that appear, and since they're snapshotting anyway hope that some shots get through. Failing that the scatter laser on the wraithlord will hopefully twin link the bright lance, maybe threatening their air power. I know that's a whole heap of hopeful. I take it I can't target flyers with my barrage weapons? <br /> <br /> Another consideration was swapping the avatar (-225) for an autarch (jet bike, laser lance, mantle of laughing god - 135pt), dropping the wraithlord's glaive (-5) and spending that spare 95pt on a fifth hornet. The 2+ rerollable cover save on the autarch seems trolltastic, I can't think of any ignores cover weapons they're likely to take except for the <span class="glossaryitem" onmouseover='gp(69);'>IG</span> barrage tanks. And only 1/36 shots will get through that save.  However I'm not actually sure what he can threaten; hit and run on light infantry, sure, but anything else? If I took the autarch I could outflank the hornets with more confidence, saving them from potential turn 1 destruction (expecting them to get targeted as soon as opponents realise what a pulse laser is).<br /> <br /> So goes the great plan, anyway. I'm not sure I've got enough in there to threaten power armour efficiently (against two marine armies, this is poorly thought out).<br /> <br /> Appreciate any thoughts? <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 7 Feb 2014 14:15:10]]> GMT</pubDate>
				<author><![CDATA[ FinecastPraisesNurgle]]></author>
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				<title>1250 eldar versatility detachment.</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/578563/6517751.page"><b>FinecastPraisesNurgle wrote:</b></a><br/>I take it I can't target flyers with my barrage weapons?</div></blockquote>Nope, no template or blast weapons can hit flyers. With 8 shots from each squadron of Hornets you should get 1-and-a-bit hits on a flyer - I'd feel more confident if I could Guide them, but that's just because I rarely leave home without a Farseer.<br /> <br /> If the terminator-deathstar player deepstrikes, then the doom/shadow-weavers should have a field day - multiple hits because they're bunched up plus a few Rends.<br /> If he foot-slogs them, just avoid them!  <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> <br /> <br /> Other than that, haven't really got any helpful advice! Sorry!]]></description>
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				<pubDate><![CDATA[Fri, 7 Feb 2014 15:12:20]]> GMT</pubDate>
				<author><![CDATA[ Quanar]]></author>
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				<title>1250 eldar versatility detachment.</title>
				<description><![CDATA[ I agree about dropping the avatar for another <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>. Terminators are going to easily overwhelm him in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, and necrons can mindshackle scarab him to death. Sure he will draw fire, but probably not enough and his <span class="glossaryitem" onmouseover='gp(19);'>CC</span> element won't save you from super nasty terminator deathstars.I think mantle farseer on a bike is a better bet. You don't need the reserves manipulation, but the psychic support will make your list ouright ugly. Even if you end up with the primaris of each dicipline, you can twin link 2 squads and psychic shriek a unit(great against terminators!). Ideally you roll on runes of fate to snag doom or fortune. Take guide if you roll anything else. Repeat on runes of fate till you take guide. Next is either telepathy or divination. Divination has forwarning and misfortune, which are a bit list specific, but they have a place. Telepathy is amazing with hallucination, invisibility, puppet master and psychic shriek. Take accordingly.<br /> <br /> The laughing seer would give you points to get some cannons on the bikes. If you go in squads of 6, 6, 3 you can put some cannons in(2,2,1 respectively). Not that you have to use them, but it is nice to have some heavier fire just in case. Alternatively, you can get a warlock/spiritseer for the support battery to boost their survival. Then you can just add some stuff here and there.<br /> <br /> I suggest dual  lances on the lord. The potential for a second hit is better than the twin link. S6 and S8 have different targets, particularly considering the different <span class="glossaryitem" onmouseover='gp(6);'>AP</span>. Lances and pulse lasers will ruin terminators and armor alike. Guide them and its all but assured they will die. ]]></description>
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				<pubDate><![CDATA[Fri, 7 Feb 2014 16:01:25]]> GMT</pubDate>
				<author><![CDATA[ Dr. Serling]]></author>
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				<title>Re:1250 eldar versatility detachment.</title>
				<description><![CDATA[ Thank you, Quanar! I did toy with popping a jet bike farseer with Mantle of the Laughing God in the list, probably at the expense of a few wind riders, the night spinner and a wrath platform, cos I'd like an unkillable farseer looning about the place with a singing spear. But then I'm cutting a lot out of firepower, whatever I sacrifice to include him! <br /> <br /> I just kit bashed a model to do just that, though...<br /> <br /> Edit: a sideways jet bike, no less.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Cheers Dr. Serling. Back when I used to play, we all but ignored psychics - they were a novelty, but rarely gamechangers... I guess times change and I need to stick my face into a gooey bowl of warp soup. <br /> <br /> Good point about wraithlord's weaponry. I'll have a re-think and see what I can switch about. It'll be sad to see Mr. Avatar go back to the craft world. Was hoping to drop some jaws - who'd bother with an avatar in a 1250 game?<br /> <br /> I guess that means I'll plonk the wraithlord near the battery or spinner for moral support.<br /> <br /> <br /> If I'm planning on guided hornets, I guess I should play with squad sizes - a 3 and a 1, make best use of buffs on the larger unit?]]></description>
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				<pubDate><![CDATA[Fri, 7 Feb 2014 16:06:46]]> GMT</pubDate>
				<author><![CDATA[ FinecastPraisesNurgle]]></author>
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				<title>1250 eldar versatility detachment.</title>
				<description><![CDATA[ Nice conversion. Dark eldar reaver I presume?<br /> <br /> The avatar is a fine fire magnet, but not as much of a <span class="glossaryitem" onmouseover='gp(19);'>CC</span> god as he seems. If you combine the rush with multiple other <span class="glossaryitem" onmouseover='gp(93);'>MC</span>'s you can really threaten an enemy, but alone he is an expensive magnet. Not that he is bad, just that the farseer is better.<br /> <br /> The wraithlord has the ranged option, allowing it to hang back and deter <span class="glossaryitem" onmouseover='gp(19);'>CC</span> on the spinner/batteries, but you can also rush up guns blazing and drop templates/assault if needed. ]]></description>
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				<pubDate><![CDATA[Fri, 7 Feb 2014 16:26:15]]> GMT</pubDate>
				<author><![CDATA[ Dr. Serling]]></author>
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				<title>Re:1250 eldar versatility detachment.</title>
				<description><![CDATA[ Yup, part reaver, part dragon prince thingy from <span class="glossaryitem" onmouseover='gp(147);'>WHFB</span>. <br /> <br /> I did take the avatar primarily as something for the enemy to shoot at, hoping they'd assume they needed to deal with him before he reached <span class="glossaryitem" onmouseover='gp(19);'>cc</span>... But I suppose a lot of extra firepower would be preferable. The other reason was to finish up any lingering terminators after the spinners and pulse lasers do their dirty work - disarming strike in case Lysander was still among them!<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Farseer - singing spear, jet bike, mantle of the laughing god - 160<br /> <br /> Windrider squad (3 models, shuriken cannon - 61<br /> Windrider squad (3 models, shuriken cannon - 61<br /> Windrider squad (3 models, shuriken cannon - 61<br /> <br /> Vaul's wrath support battery (3) - 90<br /> (Warlock) - 35<br /> <br /> Night spinner, shuriken cannon - 140<br /> <br /> Wraithlord (2 x bright lance, glaive) - 165<br /> <br /> Hornets (3) 2 x pulse laser, holofields - 285<br /> Hornets (2) 2 x pulse laser, holofields - 190<br /> <br /> 1248...<br /> ]]></description>
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				<pubDate><![CDATA[Fri, 7 Feb 2014 16:35:13]]> GMT</pubDate>
				<author><![CDATA[ FinecastPraisesNurgle]]></author>
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				<title>1250 eldar versatility detachment.</title>
				<description><![CDATA[ I have a better idea, for 95pts instead of 1 hornet, a unit of 5 warp spiders!]]></description>
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				<pubDate><![CDATA[Fri, 7 Feb 2014 17:22:07]]> GMT</pubDate>
				<author><![CDATA[ Arbiter]]></author>
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				<title>Re:1250 eldar versatility detachment.</title>
				<description><![CDATA[ That's tempting, but I'm still learning how to play 6th edition and I'm not too sure on how warp spiders hop about the place!]]></description>
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				<pubDate><![CDATA[Fri, 7 Feb 2014 17:35:48]]> GMT</pubDate>
				<author><![CDATA[ FinecastPraisesNurgle]]></author>
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				<title>1250 eldar versatility detachment.</title>
				<description><![CDATA[ 6 inch move over all terrain or like it says in the codex (use the codex movement 99% of the time) <br /> <br /> The only peice of advise i can give is double lance on the wraithlord. Scatter and lance is mixed roles, which is worse than x2 lances or x2 scatters.<br /> <br /> Otherwise good list <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">]]></description>
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				<pubDate><![CDATA[Sat, 8 Feb 2014 01:32:00]]> GMT</pubDate>
				<author><![CDATA[ ninjafiredragon]]></author>
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				<title>1250 eldar versatility detachment.</title>
				<description><![CDATA[ Hmmm, I'm liking warp spiders more and more as I get to grips with their rules. <br /> <br /> Can anyone confirm I've interpreted movement correctly? I'd hate to get to the game and embarrass khaela mensha khaine...<br /> <br /> Movement phase <br /> 6" move or 6+<span class="glossaryitem" onmouseover='gp(1);'>2D6</span>" warp (with gribble daemons trying to eat my spiders on a double)<br /> <br /> Shooting phase<br /> <span class="glossaryitem" onmouseover='gp(24);'>D6</span>" run with fleet reroll<br /> (Shoot stuff)<br /> <br /> Assault phase<br /> Thrust <span class="glossaryitem" onmouseover='gp(1);'>2D6</span>" away and hide?]]></description>
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				<pubDate><![CDATA[Sat, 8 Feb 2014 11:18:56]]> GMT</pubDate>
				<author><![CDATA[ FinecastPraisesNurgle]]></author>
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				<title>Re:1250 eldar versatility detachment.</title>
				<description><![CDATA[ Correct.]]></description>
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				<pubDate><![CDATA[Sat, 8 Feb 2014 11:44:57]]> GMT</pubDate>
				<author><![CDATA[ Quanar]]></author>
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				<title>1250 eldar versatility detachment.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/7ff03dc3e0a72bc671f249adc671444a.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/578563/6520544.page"><b>FinecastPraisesNurgle wrote:</b></a><br/>Hmmm, I'm liking warp spiders more and more as I get to grips with their rules. <br /> <br /> Can anyone confirm I've interpreted movement correctly? I'd hate to get to the game and embarrass khaela mensha khaine...<br /> <br /> Movement phase <br /> 6" move or 6+<span class="glossaryitem" onmouseover='gp(1);'>2D6</span>" warp (with gribble daemons trying to eat my spiders on a double)<br /> <br /> Shooting phase<br /> <span class="glossaryitem" onmouseover='gp(24);'>D6</span>" run with fleet reroll<br /> (Shoot stuff)<br /> <br /> Assault phase<br /> Thrust <span class="glossaryitem" onmouseover='gp(1);'>2D6</span>" away and hide?</div></blockquote><br /> <br />  <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> <br /> And they still are able to shoot]]></description>
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				<pubDate><![CDATA[Sat, 8 Feb 2014 15:11:37]]> GMT</pubDate>
				<author><![CDATA[ ninjafiredragon]]></author>
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				<title>1250 eldar versatility detachment.</title>
				<description><![CDATA[ Swish! Still noodling about with the list.<br /> <br /> Trying to squidge a crimson hunter exarch in there. <br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> Farseer - jet bike, singing spear, mantle of the laughing god (160)<br /> <br /> Troops<br /> 5 x Windrider guardians (85)<br /> 5 x Windrider guardians (85)<br /> 5 x Windrider guardians (85)<br /> <br /> Fast attack<br /> 2 x hornets - pulse lasers, holofields (190)<br /> Crimson hunter exarch - marksman's eye (190)<br /> 5 x warp spiders (85)<br /> <br /> Heavy support<br /> Wraithlord - 2 x bright lances, ghost glaive (165)<br /> Nightspinner - holofields (130)<br /> 2 x vaul's wrath support battery (60)<br /> <br /> (1245)<br /> <br /> Is this spreading myself too thin? I feel my horde capability is pretty shoddy. No problem with mech, though! ]]></description>
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				<pubDate><![CDATA[Sat, 8 Feb 2014 16:16:29]]> GMT</pubDate>
				<author><![CDATA[ FinecastPraisesNurgle]]></author>
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				<title>1250 eldar versatility detachment.</title>
				<description><![CDATA[ You can drop Holofields, and marks men's eye and then take another support battery (better spent points <span class="glossaryitem" onmouseover='gp(72);'>imo</span>).]]></description>
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				<pubDate><![CDATA[Sat, 8 Feb 2014 18:05:38]]> GMT</pubDate>
				<author><![CDATA[ Arbiter]]></author>
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				<title>Re:1250 eldar versatility detachment.</title>
				<description><![CDATA[ The form of the destructor is chosen! (Aka I just watched ghostbusters again)<br /> <br /> <b>Farseer</b>: Mantle of the Laughing God; singing spear; Eldar jetbike. <i>160</i><br /> <br /> <b>3 Windrider Guardians</b> <i>51</i><br /> <b>3 Windrider Guardians</b> <i>51</i><br /> <b>3 Windrider Guardians</b> <i>51</i><br /> <br /> <b>3 Hornets</b>: 2 x pulse lasers; Holo-fields. <i>285</i><br /> <b>2 Hornets</b>: 2 x pulse lasers; Holo-fields. <i>190</i><br /> <b>5 Warp Spiders</b> <i>95</i><br /> <br /> <b>Night Spinner</b> <i>115</i><br /> <b>3 Support Weapons</b> <i>90</i><br /> <b>Wraithlord</b>: flamer; 2 x bright lance. <i>160</i><br /> <br /> <u><i>1,248 points</i></u><br /> <br /> Picked for a couple of considerations; I didn't want to proxy anything (I've kit bashed some exodite counts-as hornets from terradons and dark eldar and high elves) and while I loved the crimson hunter, he didn't have a role that wasn't filled by other squads a few times over. I'll let you know how they do on Saturday!]]></description>
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				<pubDate><![CDATA[Mon, 10 Feb 2014 20:57:39]]> GMT</pubDate>
				<author><![CDATA[ FinecastPraisesNurgle]]></author>
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