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				<title>Eldar / AM daemon shop 1500</title>
				<description><![CDATA[ Farseer - RoWit<br /> Farseer - RoWit, Spear<br /> Warlocks x6<br /> <br /> Jetbikes x3<br /> Jetbikes x3<br /> Jetbikes x3<br /> Rangers<br /> <br /> S.Hawks x6<br /> <br /> Allies<br /> <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> - carapace armor<br /> Primaris Psykers x3 (all level 2)<br /> Vets - x3 mg, carapace armor<br /> Valkyire - MRP & <span class="glossaryitem" onmouseover='gp(51);'>HBs</span><br /> Plasma 'Cutioner - blades & plasma-sponsons<br /> <br /> 1499<br /> <br /> For Maelstrom missions (as opposed to just <span class="glossaryitem" onmouseover='gp(324);'>DoW</span> missions), it is to exploit/use the daemon conjuring, focusing on Bloodthirsters (I've brought in BLetters & PlagueBs too) from the <span class="glossaryitem" onmouseover='gp(682);'>AM</span> Primaris Psykers. It starts with 18 Warp Charges. Thoughts?]]></description>
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				<pubDate><![CDATA[Sun, 1 Jun 2014 01:33:11]]> GMT</pubDate>
				<author><![CDATA[ Brothererekose]]></author>
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				<title>Eldar / AM daemon shop 1500</title>
				<description><![CDATA[ If your doing this, go all eldar the ghost helms protect your seers while the primaris psychers will just perils to death.<br /> <br /> That's it.]]></description>
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				<pubDate><![CDATA[Sun, 1 Jun 2014 14:00:41]]> GMT</pubDate>
				<author><![CDATA[ Arbiter]]></author>
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				<title>Eldar / AM daemon shop 1500</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/d81b47dfb9a4f54637b4fde9fe70169b.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/598103/6889536.page"><b>Arbiter wrote:</b></a><br/>If your doing this, go all eldar the ghost helms protect your seers while the primaris psychers will just perils to death.</div></blockquote>Or turn into BThisters, or conjure daemons, which they've done ... I think more than half the time. And yes, the GhostHelms do their job.<br /> <br /> Anything constructive to add? <br /> <br /> Changes to troops? <span class="glossaryitem" onmouseover='gp(25);'>DAs</span>? Jetbike the council? Mix it up with DAVUs?]]></description>
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				<pubDate><![CDATA[Sun, 1 Jun 2014 20:22:16]]> GMT</pubDate>
				<author><![CDATA[ Brothererekose]]></author>
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				<title>Eldar / AM daemon shop 1500</title>
				<description><![CDATA[ Not really any advice other then what I have given you. You don't have enough points to take anything else useful.]]></description>
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				<pubDate><![CDATA[Sun, 1 Jun 2014 20:44:46]]> GMT</pubDate>
				<author><![CDATA[ Arbiter]]></author>
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				<title>Re:Eldar / AM daemon shop 1500</title>
				<description><![CDATA[ May I ask how you are going to field this list?<br /> <br /> You have two factions that can't join each others units and therefore you can't do an interracial deathstar so you have to A: build two units from each races <span class="glossaryitem" onmouseover='gp(67);'>IC</span>:s and single unit or B: join each Primaris psyker to a unit of vets and do two units combining of farseer, three warlocks and a jetbike unit.<br /> <br /> In case of A you won't have enough wounds from a single small unit to benefit that tactic and also since each unit is able to summon one specific power at once, you limit your ability to summon same deamons. Also you have two units that you need to buff if you want them to stay on the table which means that you are not going to get enough summoning powers and also you ran quickly out of dies in your warp charge pool after buffing so you won't be summoning daemons.<br /> <br /> In case of B you can't even think about buffing you units as there simple too many of them and in no way you are succesfully buffing them and still summoning daemons.<br /> <br /> Summa summarum, you don't gain any synergy from adding Astra Militarum to your Eldars when trying to summon daemons but you waste your points.<br /> <br /> T3 models with rune armor won't survive long enough out there with a plenty of S6 or better Dakka going right on their faces and <span class="glossaryitem" onmouseover='gp(682);'>AM</span> psykers don't even have rune armor and your other unit choices won't give them enough wounds or durability in other terms. Jetbikes are good choice for that in terms of durability vs points from Eldar point of view but three of them won't give you a change.<br /> <br /> With both ways you are just few S8 large blasts away from your doom and you can't play hide and seek with <span class="glossaryitem" onmouseover='gp(85);'>LoS</span> against barrage weapons. Even few Thunderfire Cannons will ruin your day.<br /> <br /> Think about durability when you optimize your list and you will be good as it has potential to wol out weöl, but not with those supporting units.]]></description>
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				<pubDate><![CDATA[Sun, 1 Jun 2014 21:33:28]]> GMT</pubDate>
				<author><![CDATA[ FinnSeer]]></author>
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				<title>Eldar / AM daemon shop 1500</title>
				<description><![CDATA[ Finnseer, thanks. The overall lack of synergy does seem to be the problem in how it has played 3 games, losses all. <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> And lack of fire power. ]]></description>
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				<pubDate><![CDATA[Mon, 2 Jun 2014 05:37:46]]> GMT</pubDate>
				<author><![CDATA[ Brothererekose]]></author>
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				<title>Re:Eldar / AM daemon shop 1500</title>
				<description><![CDATA[ Seems to me that there is always a problem trying to have everything in one list (atleast for me) <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> Eldars are still the best non-daemon codex for summoning daemons, so you should stick to that fact and focus to overcome durability and firepower issue.<br /> <br /> I would consider streamlining the Eldar part and changing the nature of the <span class="glossaryitem" onmouseover='gp(682);'>AM</span> part to contain more supporting fire of you want to keep them in the list as they have plenty of options for cheap firepower. Also in this list the vets may not be the best option for troops.<br /> <br /> In overall you want to have as much bodies as you can get to hide your psykers from incoming fire since you can't buff properly. Jetbikes are the way to go since they have Jink and T4 so S6/7 weapons won't instagib your farseers anymore. For this use the new Jink rule got better as you can have the save even if you go second as they don't have to move in order to get it. To get the most out of it you have to get your warseers and warlocks on jetbikes too but that costs some points. This way you get movement bonus which helps you to dash from <span class="glossaryitem" onmouseover='gp(85);'>los</span> block to another and helps you to get daemons where you need them in maelstrom missions. Majority toughness gives them the toughness boost anyway until they have lost enough jetbikes.<br /> <br /> You could also consider having one farseer and few warlocks on jetbike and join them to jetbike unit and another farseer and warlocks on foot with guardians if the points become an issue.<br /> <br /> In a pure Eldar list I would add Wave Serpent to those guardians to get some dakka, but if you want to keep Astra Militarum as allies I would take heavier weapons from them and preferably Forgeworld units if that is allowed where you play.<br /> <br /> For the <span class="glossaryitem" onmouseover='gp(682);'>AM</span> allies I might try switching one primaris psyker to ministorum priest and switching vets to a single vet team and platoon with as many bodies you can get with the points left. Having a 15+ blob with primaris psyker and ministorum priest will be much durable than vet team with primaris psyker. Ministorum priest gives them a decent change in melee too.<br /> <br /> I would skip the Valkyrie and Executioner too as they are point sinks when taken alone.<br /> <br /> Something like this as a base and then customized to different situations.<br /> <br /> <b>Farseer</b>: runes of witnessing; Eldar jetbike<br /> <b>Farseer</b>: runes of witnessing; Eldar jetbike<br /> <br /> <b>10 Windrider Guardians</b><br /> <b>10 Windrider Guardians</b><br /> <br /> <b>6 Warlocks</b>: 6× Eldar jetbike<br /> <br /> <b>Ministorum Priest</b><br /> <b>Primaris Psyker</b>: Mastery Level 2<br /> <br /> <b>Veteran Squad</b>: + 1 Veteran Sergeant<br /> <b>Platoon Command Squad</b><br /> • <b>Infantry Squad</b>: + 1 Sergeant<br /> • <b>Infantry Squad</b>: + 1 Sergeant<br /> • <b>Heavy Weapon Squad</b><br /> <br /> <b>1 Basilisk</b>]]></description>
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				<pubDate><![CDATA[Mon, 2 Jun 2014 07:53:32]]> GMT</pubDate>
				<author><![CDATA[ FinnSeer]]></author>
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				<title>Eldar / AM daemon shop 1500</title>
				<description><![CDATA[ Well he still needs an <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> for the <span class="glossaryitem" onmouseover='gp(682);'>AM</span>, also if those are normal guardians he would take a <span class="glossaryitem" onmouseover='gp(327);'>BL</span> to kill any transports so the basilisk can do its work, or if those guardians are jetbikers you can drop 1 from each, and then get 3 cannons per unit.]]></description>
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				<pubDate><![CDATA[Mon, 2 Jun 2014 12:55:53]]> GMT</pubDate>
				<author><![CDATA[ Arbiter]]></author>
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				<title>Eldar / AM daemon shop 1500</title>
				<description><![CDATA[ That list I sent has only 1360 points so there are 140 points for those left to suit ones needs. Windriders are jetbikes.<br /> <br /> Alternatively a semi-camping Eldar part would consist of these:<br /> <br /> <b>Farseer</b>: runes of witnessing; Eldar jetbike<br /> <b>Farseer</b>: runes of witnessing;<br /> <br /> <b>9 Windrider Guardians</b>: 3× shuriken cannon<br /> <b>10 Guardian Defenders</b>: Heavy Weapon Platform (bright lance)<br /> • <b>Wave Serpent</b>: twin-linked scatter laser<br /> <br /> <b>6 Warlocks</b>: 3× Eldar jetbike<br /> <br /> <b>Ministorum Priest</b><br /> <b>Primaris Psyker</b>: Mastery Level 2<br /> <br /> <b>Veteran Squad</b>: + 1 Veteran Sergeant<br /> <b>Platoon Command Squad</b><br /> • <b>Infantry Squad</b>: + 1 Sergeant<br /> • <b>Infantry Squad</b>: + 1 Sergeant<br /> • <b>Heavy Weapon Squad</b><br /> <br /> <b>1 Basilisk</b><br /> <br /> This has the benefit of the Wave Serpent and guardians <span class="glossaryitem" onmouseover='gp(327);'>BL</span>, but it lacks the extra mobility and Jink for the second Farseer unit.<br /> <br /> I might consider this a bit more competitive list and uses 1373 points so there are room for tweaking.]]></description>
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				<pubDate><![CDATA[Tue, 3 Jun 2014 17:56:14]]> GMT</pubDate>
				<author><![CDATA[ FinnSeer]]></author>
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