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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[ I put this little thing together and wanted to know how it could be improved upon (without adding a wraithknight)<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>:<br /> Autarch; Warp jump generator, Scorpion ChainSword, Banshee mask, Deathspinner<br /> <br /> Troops:<br /> Dire Avengers x5<br /> Wave Serpent; Scatter Laser, Holo Fields<br /> Dire Avengers x5<br /> Wave Serpent; Scatter Laser, Holo Fields<br /> Dire Avengers x5<br /> Wave Serpent; Scatter Laser, Holo Fields<br /> <br /> Fast Attack:<br /> Crimson Hunter Exarch<br /> Crimson Hunter<br /> Warp Spiders x10<br /> <br /> Heavy Support:<br /> War Walker x3; Scatter Laser x2, Star Engines<br /> <br /> I was thinking of removing the warwalkers for another serpent + dire avengers and I would have 55 more points to spend somewhere as well, but with the autarch in there I could have them easily outflank enemy positions with 24 Scatter Laser shots.]]></description>
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				<pubDate><![CDATA[Sun, 4 May 2014 02:21:28]]> GMT</pubDate>
				<author><![CDATA[ Xerics]]></author>
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				<title>1500 Eldar List</title>
				<description><![CDATA[ One simple thing you can do is upgrade to Shuriken Cannons on your serpents. Serpents are one of most durable vehicles in the game; knowing this, your opponent will probably make them the last vehicle target he shoots at.<br /> <br /> I'd try to make the wave serpents a priority (for your opponent) to take some pressure off the rest of the army.<br /> <br /> I think the walkers are going to have a hard time no matter what, though. I've been playing Eldar since 3rd edition, and I can honestly say I have never had a good experience with war walkers.<br /> <br /> <i>edit:</i> For reference, a 108pt 12 Man Tau Fiire Warrior unit will, on average, wreck one walker via hull points alone per turn of shooting.<br /> <br /> You might want to consider putting more <span class="glossaryitem" onmouseover='gp(25);'>DAs</span> in the serpents. I actually just posted my Mechdar list on this forum; I run 5x 9 <span class="glossaryitem" onmouseover='gp(25);'>DAs</span>. In my experience, having 1 more serpent does not outweigh having a meaningful infantry presence when needed. ]]></description>
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				<pubDate><![CDATA[Sun, 4 May 2014 03:54:00]]> GMT</pubDate>
				<author><![CDATA[ znelson]]></author>
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				<title>1500 Eldar List</title>
				<description><![CDATA[ ok so I dropped the war walkers and brought the <span class="glossaryitem" onmouseover='gp(25);'>DA</span> to full <span class="glossaryitem" onmouseover='gp(123);'>str</span>. I still have 42 points left over even after adding shuriken cannons to the serpents.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> I can either add a relic to my autarch or take a Vaul's Wrah Support Weapon (shadow Weaver)]]></description>
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				<pubDate><![CDATA[Sun, 4 May 2014 04:49:29]]> GMT</pubDate>
				<author><![CDATA[ Xerics]]></author>
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				<title>Re:1500 Eldar List</title>
				<description><![CDATA[ Do you have a fire prism? If you cut the <span class="glossaryitem" onmouseover='gp(25);'>DAs</span> to 8, you'd have enough points to pick one up.<br /> <br /> They're my go-to choice for fire support when I need a list that can handle a wide range of enemies.]]></description>
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				<pubDate><![CDATA[Sun, 4 May 2014 05:43:43]]> GMT</pubDate>
				<author><![CDATA[ znelson]]></author>
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				<title>1500 Eldar List</title>
				<description><![CDATA[ I do but the turret isn't exactly put together. I think i have 4 Fire prisms come to think of it but 3 are the old metal ones and they are still in pieces.]]></description>
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				<pubDate><![CDATA[Sun, 4 May 2014 06:09:45]]> GMT</pubDate>
				<author><![CDATA[ Xerics]]></author>
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				<title>1500 Eldar List</title>
				<description><![CDATA[ Well, I'd drop the Autarch, add a Jetseer and keep the Warwalkers dropping the star engines.<br /> Moreover, I'd add underslung shuricannons. <br /> <br /> Warp Spiders are good but they might be exposed blast weapons early in the game. In a mech theme, you want to saturate armor. Therefore I'd drop them and add a Serpent with Fire Dragons.]]></description>
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				<pubDate><![CDATA[Sun, 4 May 2014 06:38:05]]> GMT</pubDate>
				<author><![CDATA[ wuestenfux]]></author>
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				<title>1500 Eldar List</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/907384cdd6e55447221a4729cc4653f1.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/593311/6792677.page"><b>wuestenfux wrote:</b></a><br/> In a mech theme, you want to saturate armor. Therefore I'd drop them and add a Serpent with Fire Dragons.</div></blockquote><br /> <br /> There is sound logic here; it comes down to the same core concept: force your opponent to shoot at a vehicle with jink, which is almost impossible to penetrate. <br /> <br /> The list presented is not a straight mech list, though.  I have seen lists that have some mech mixed with jump troops be effective. You have to  make sure that your opponents AP3 weapons can't establish a firing solution on them Having jump troops advancing carefully gives you the ability to engage a forward enemy unit in <span class="glossaryitem" onmouseover='gp(58);'>HtH</span>, which can be important in many tactical scenarios. Spiders have hit and run, so they can disengage if something scary is about to join the party. If having the spiders participate in this manner is the game plan, it would be a good idea to get the autarch a <span class="glossaryitem" onmouseover='gp(486);'>PW</span>.<br /> <br /> A good example of when this might be appropriate is if your opponent is running transports. In almost all cases mechdar/spiders are faster than the enemy, so you can sometimes strand a unit by popping their ride. You then have the opportunity to assault the unit and use the Autarch to single out a vet sarge with a powerfist, for example.<br /> <br /> I would disagree with keeping the walkers. They're a soft unit and not one you can reasonably expect to keep out of sight (unlike the spiders). Keeping the walkers and adding more serpents will encourage the opponent to shoot the walkers because their heavy bolters or multilasers have nothing else to shoot at.]]></description>
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				<pubDate><![CDATA[Sun, 4 May 2014 06:56:27]]> GMT</pubDate>
				<author><![CDATA[ znelson]]></author>
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				<title>1500 Eldar List</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/593311/6792703.page"><b>znelson wrote:</b></a><br/><br /> I would disagree with keeping the walkers. They're a soft unit and not one you can reasonably expect to keep out of sight (unlike the spiders). Keeping the walkers and adding more serpents will encourage the opponent to shoot the walkers because their heavy bolters or multilasers have nothing else to shoot at.</div></blockquote><br /> Well, the enemy will be hard pressed what to shoot, the Serpents or the Warwalkers.<br /> Anyway, I'd let them outflank which will make the opponent to react accordingly beforehand.]]></description>
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				<pubDate><![CDATA[Sun, 4 May 2014 07:12:26]]> GMT</pubDate>
				<author><![CDATA[ wuestenfux]]></author>
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