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				<title>[1850] - Eldar + Inquisition - Tournament </title>
				<description><![CDATA[ Looking at two different lists for an upcoming tournament. I am not trying to deal with opposing lists with imperial knights only. Anything I set up against is not so good against many other lists. Primarily, I am aiming surviving alpha-strikes und dealing with as many other lists as possible. Basically the tournament allows <span class="glossaryitem" onmouseover='gp(50);'>GW</span> only, with three detachments from two sources (codices).<br /> <br /> <br /> <font color='green'><span style="font-size: 18px; line-height: normal;">List a)</span></font><br /> <br /> <b>Farseer Skyrunner (Warlord)</b><br /> <br /> <b>6 Windriders</b>: 6× Shuriken cannon<br /> • <b>Windrider Warlock</b><br /> <b>3 Windriders</b>: 2× Shuriken cannon<br /> <b>3 Windriders</b>: 2× Shuriken cannon<br /> <b>3 Windriders</b>: 2× Shuriken cannon<br /> <br /> <b>1 Night Spinner</b>: Crystal Targeting Matrix; Holo-fields<br /> <br /> <b>Wraithknight</b>: Shuriken cannon<br /> <br /> <b>Skyshield Landing Pad</b><br /> <br /> <b>Farseer Skyrunner</b>: Singing Spear<br /> <b>Farseer Skyrunner</b>: Singing Spear<br /> <b>7 Warlock Conclave</b>: 5× Singing Spear<br /> <br /> <b>Inquisitor Coteaz</b><br /> <b>Ordo Xenos Inquisitor</b>: Psyker (Mastery Level 1); 3× servo-skull<br /> <br /> <b>Inquisitorial Henchmen Warband</b><br /> • <b>Servitor</b>: multi-melta<br /> • <b>Servitor</b>: multi-melta<br /> • <b>Servitor</b>: plasma cannon<br /> • <b>Jokaero Weaponsmith</b><br /> • <b>Jokaero Weaponsmith</b><br /> <br /> <u><i>1.849 points</i></u><br /> <br /> <font color='green'><span style="font-size: 18px; line-height: normal;">List b)</span></font><br /> <br /> <b>Farseer Skyrunner (Warlord)</b><br /> <b>Farseer Skyrunner</b><br /> <br /> <b>6 Windriders</b>: 6× Shuriken cannon<br /> • <b>Windrider Warlock</b><br /> <b>6 Windriders</b>: 6× Shuriken cannon<br /> • <b>Windrider Warlock</b><br /> <b>3 Windriders</b><br /> <b>3 Windriders</b><br /> <br /> <b>1 Night Spinner</b>: Crystal Targeting Matrix; Holo-fields<br /> <br /> <b>Wraithknight</b>: Shuriken cannon<br /> <b>Wraithknight</b>: Ghostglaive and scattershield<br /> <br /> <b>Skyshield Landing Pad</b><br /> <br /> <b>Inquisitor Coteaz</b><br /> <b>Ordo Xenos Inquisitor</b>: Psyker (Mastery Level 1); 3× servo-skull<br /> <br /> <b>Inquisitorial Henchmen Warband</b><br /> • <b>Jokaero Weaponsmith</b><br /> • <b>Jokaero Weaponsmith</b><br /> • <b>Servitor</b>: plasma cannon<br /> • <b>Servitor</b>: multi-melta<br /> • <b>Servitor</b>: multi-melta<br /> <br /> <u><i>1.850 points</i></u><br /> <br /> Coteaz & Co. are placed on the sky shield to create a 12" bubble free of alpha-strikers (assuming they dork as an deterrent. Also provides servo-skulls against infiltrators and scouts, plus helps with keeping the initiative. Coteaz rolls on Prophecy and the Inquisitor on Telepathy. Best result for the Jokaeros is +12" on range.<br /> <br /> Wraith Knight for two ranged D weapons. Also sets up on the skyshield.<br /> <br /> Night Spinner against Tau units with markerlights, and Units benefitting from bower. Would love to include a second.<br /> <br /> <br /> <br /> Seer Council<br /> One prophet tries to Telepathy for Invisibility (and Shriek). The second depends on opponents army. Could go for Runes of Fate for Guide and Mindwar. Or three times on Daemonology (Sanctic). The Warlocks tolls thrice on Runes of Battle with looking for the -3 mod to an enemies Leadership and the primary. Spears provide some offensive power.<br /> <br /> Jetbikes get Shuriken Canons as far as possible to break up light vehicles and possible rending against armoured infantry. Attached Warlock per above.<br /> <br /> Warlord Farseer, dpi depending on opponents. If the council did not get any invisibility this is a high priority.<br /> <br /> <br /> List b) second wraith knight with sword fighting single Imperial Knights, Daemons and other big baddies.<br /> <br /> <br /> <br /> I initially had a Void Shield Generator instead of the skyshield. I prefer the VSG but the shield seems better.<br /> <br /> <br /> Any comments welcome!<br /> <br /> Minor changes to lists can be suggested.<br /> <br /> thanks!<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 5 Aug 2016 20:55:13]]> GMT</pubDate>
				<author><![CDATA[ CoteazRox]]></author>
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				<title>[1850] - Eldar + Inquisition - Tournament </title>
				<description><![CDATA[ Any comments?]]></description>
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				<pubDate><![CDATA[Sat, 6 Aug 2016 19:27:23]]> GMT</pubDate>
				<author><![CDATA[ CoteazRox]]></author>
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				<title>Re:[1850] - Eldar + Inquisition - Tournament </title>
				<description><![CDATA[ Don't know too much about Eldar but I know that a Wraithknight with D cannons took out my Riptide in one turn  <img src="/s/i/a/dec8d79950a36218cfae9200a43fa59f.gif" border="0">  From the two lists though, I would probably go with list B for the reason that one Wraithknight is guaranteed to draw all your enemies fire on turn 1 so taking 2 is safer. Plus, the rest of the list will still be good for attacking the enemy quickly. Sorry I can't be of too much help, but that is what I think <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Sat, 6 Aug 2016 20:29:32]]> GMT</pubDate>
				<author><![CDATA[ Loremaster Of Awesomeness]]></author>
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				<title>[1850] - Eldar + Inquisition - Tournament </title>
				<description><![CDATA[ Hmm this is difficult because eldar are super cheesy in nearly all aspects. Just a matter of what you truly like to do, but as a main eldar player I can offer a fair amount of advice here, especially as I just hammered out my 1850 list as well with my main opponent using the skyhammer annihilation force and mass alpha strike marines so it correlates I believe. That was for itc though and I'm not sure your restrictions but a few things to note.<br />  <br /> Min max your jetbikes in squads of 3 and take them as scatterlasers for extra range and shot, always remember to use the <span class="glossaryitem" onmouseover='gp(1);'>2d6</span>" assault movements to get out of range and reposition every turn, even if your opponent rolls his eyes cause he thought it was his turn after you were done shooting <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0">.<br /> <br /> Take the wraithknight as sword and board with star cannons(scatterlasers are fine if strapped for points). It's tempting to take the heavy cannons but you will find the 5++ save will help immensely with alpha strikes, especially when coupled with eldar psyker awesomeness and the D melee range is very easy to engage with your 12" movement to make up for no D shooting. Oh and don't fret if it dies, it is much better for your army if they waste time shooting the wraithknight than killing your jetbikes(which are the real core as they shoot from afar and potentially move 48" a turn for last minute obsec). I like to give fortune or forewarning to the knight just to make them think I don't want it to die so much and it almost makes them want to make sure it dies at that point(which is actually what you want)<br /> <br /> Vaul support batteries with D-cannons are actually quite amazing, the barrage lets you ignore line of sight cover which is super awesome. And only 55 pts on a toughness 7, 2 wound platform.(Crimson death formation is also fantastic with a 4+ cover static, re rollable if you jink. But but it's more specific towards your area as it's only good if you come across a lot of high <span class="glossaryitem" onmouseover='gp(9);'>AV</span> and little anti air, basically don't use against tau or anyone who uses stalkers in space marines, also bad against mass horse armies as there are no real big targets to shoot).<br /> <br /> Instead of soaking so many points Into one seer council, break it up into 2 groups of one farseer and a 2 warlock conclave each, you lose the 3+ harness but that's right, your already ridiculous enough in psyker phase. That, and it gives you a total of 4 units that can split off and grab objectives no issue. Not to mention giving them more targets to shoot at(notice the theme of small squads so as to avoid any obvious targets <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">). Your going to basically want to roll one farseer off divination and hope for misfortune and perfect timing. If you get both Than roll off runes of Fate for the second farseer, if you don't get both than roll both off divination as it will do more for you overall(mainly hoping for perfect timing and misfortune but at the very least prescience is excellent to have). Warlocks one and only job is to keep conceal on their respective units, if they get a useful power than of course use it, but generally you just want the shrouded on the mini seer units for the constant 2+ jinking.<br /> <br /> And I also love the void shield, and use one in my list. I highly suggest putting it back in. It gives soo much help against the grav drops, as even if they break it. They had to target it first, saving your units from potential death<br /> <br /> As a final note, while most complain about the wraithknight or the Scatterbike spam, this is a common mistake. The single best unit in the entire codex is the warp spider, take a good look at them. Especially taken in an aspect host formation to give the <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 5. Other than the fact they are one of the most mobile units in the game with their flicker jumps, assault jumps, and deepstrike ability. Their gun has the ability to wound any non vehicle in the game very easily as it wounds off of initiative not toughness and is pseudo rending(Bladestorm makes to wound Rolla of a 6 automatically wound at ap2 although no effect on vehicles).<br /> <br /> That's all off the top of my head, there is probably more but it's nearly 5am and I'm tired xD. If it's not enough I'd be happy to share my list and work out the tweaks to yours. Thanks much for reading my super long rant and good luck.<br /> ]]></description>
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				<pubDate><![CDATA[Sun, 7 Aug 2016 11:57:01]]> GMT</pubDate>
				<author><![CDATA[ Ecdain]]></author>
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				<title>[1850] - Eldar + Inquisition - Tournament </title>
				<description><![CDATA[ The inquisition seem a bit squishy? It'd really not cost too much to throw in another 5 bolter acolytes or something. I'd add a psyker in for definite as why would you pass up a 10pt warp charge?<br /> <br /> I'm not sure what coteaz is really achieving here. His deep strike denial bubble is pretty situational as for the most part people will just deep strike outside it. I'm not debating that he's generally a great unit, and his re-roll to seize is awesome but I'm not sure if he adds much to your list.]]></description>
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				<pubDate><![CDATA[Mon, 8 Aug 2016 02:35:50]]> GMT</pubDate>
				<author><![CDATA[ DoomMouse]]></author>
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				<title>[1850] - Eldar + Inquisition - Tournament </title>
				<description><![CDATA[ As a fellow eldar player I would advice towards what Ecdain said.<br /> <br /> Always keep your jetbike squads to 3 scat bikes. They are a small unit that you can easily sacrifice to get an objective. The fire output is amazing and you don't need more or a warlock to make this small troop choice work.<br /> <br /> Wraithknight is really strong if you know what you are doing or your opponent doesn't. He sure is a fire magnet and sure he can die to grav cannons but with careful deployment against alpha strike armies you can keep him alive for much longer than expected. Always remember that he is expendable (kinda like the wraithlord of old) as long as shooting doesn't go to your other units. If you choose to take 2 take one of the melee variant and one of the D cannons variant. Otherwise if you take one it depends on the rest of the list if you will take a melee or a ranged one.<br /> <br /> Now units I had great or better said unexpected success with are shinning spears and D cannons on support batteries.<br /> <br /> A unit of spears with an exarch and an autarch with banshee mask and lance have proven the death of many marine units. Put in there a seer with fortune and you got a mini death star that is fast mobile and packs a really nice punch in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>. It has proven the bane of Lion's blade units and their full <span class="glossaryitem" onmouseover='gp(14);'>BS</span> overwatch shenanigans. <br /> <br /> D cannon batteries are an unexpected VFM unit. For 110 points I get two batteries that I deploy as close to the table center as I can and if possible outside of my opponent's <span class="glossaryitem" onmouseover='gp(85);'>LOS</span>. Until they are dead my opponent refuses to put any expensive units within that 24" circle of death. The amount of frustration and movement problems they cause is gold compared to their price regardless if he looses a unit to them or not.<br />  <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 8 Aug 2016 12:48:18]]> GMT</pubDate>
				<author><![CDATA[ Capamaru]]></author>
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				<title>[1850] - Eldar + Inquisition - Tournament </title>
				<description><![CDATA[ Thank you guys! <br /> <br /> Will do some changes: aiming for two smaller councils, two knights (one of each type) and a smaller Inquisition detachment just make sure a drop pod enemy needs to pay attention (dropped the Jokaeros).]]></description>
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				<pubDate><![CDATA[Tue, 9 Aug 2016 12:06:37]]> GMT</pubDate>
				<author><![CDATA[ CoteazRox]]></author>
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				<title>Re:[1850] - Eldar + Inquisition - Tournament </title>
				<description><![CDATA[ Hi there, I'm an Eldar player also so hopefully I can give some solid advice.<br /> <br /> I respect the Shuriken Cannon choice, they throw out a respectable amount of shots and the bladestorm effect is very powerful but most would recommend the scatterlaser. In any case I'd invest in some more heavy weapons (I'd say 5 squads of 3 would be serve you well)<br /> <br /> The inquisitor with servo skulls is a fantastic protection against infiltration and rush lists but i'd advise against Coteaz and put the points elsewhere, I just don't think his retinue makes use of the 'we have been expecting you' rule. keep a standard inquisitor in reserve and hide him behind a fortification.<br /> <br /> Seer Star is golden.<br /> <br /> the NightSpinner is a novel addition and I like the torrent flamer and barrage, for 100 points its good. I wouldn't bother upgrading them (i'd hide them behind terrain and abuse the barrage mechanic) running a couple would be good, separate or squad'ed sounds good.<br /> <br /> I'd go for the Void Shield fortification rather than the skyshield to protect against skyhammers, just make sure your enemy can't get into the shield!<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 9 Aug 2016 15:12:26]]> GMT</pubDate>
				<author><![CDATA[ Torus]]></author>
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				<title>Re:[1850] - Eldar + Inquisition - Tournament </title>
				<description><![CDATA[ Hi Torus,<br /> <br /> partially going your way! Many good advices here. Picking from all and using parts of both lists, here is the next version (and very likely, the final one ad the tournament is this weekend):<br /> <br /> <b>Warlord (Farseer Skyrunner)</b>: Singing Spear<br /> <b>2 Warlock Skyrunner Conclave</b>: 2× Singing Spear<br /> <br /> <b>Farseer Skyrunner</b><br /> <b>2 Warlock Skyrunner Conclave</b><br /> <br /> <b>3 Windriders</b>: 3× Shuriken cannon<br /> <b>3 Windriders</b>: 2× Shuriken cannon<br /> <b>3 Windriders</b>: 2× Shuriken cannon<br /> <b>3 Windriders</b><br /> <br /> <b>1 Night Spinner</b>: Crystal Targeting Matrix; Holo-fields<br /> <b>2 Vaul's Wrath Support Battery</b>: D-cannon<br /> <br /> <b>Wraithknight</b>: 2× Heavy Wraithcannon, Shuriken cannon<br /> <b>Wraithknight</b>: Ghostglaive and scattershield<br /> <br /> <b>Void Shield Generator</b>: 2× additional projected void shield<br /> <br /> <b>Ordo Xenos Inquisitor</b>: 3× servo-skull<br /> <b>Inquisitor Coteaz</b><br /> <br /> <b>Inquisitorial Henchmen Warband</b><br /> • <b>Servitor</b>: multi-melta<br /> • <b>Servitor</b>: multi-melta<br /> <b>Servitor</b>: plasma cannon<br /> <br /> <u><i>1.848 points</i></u><br /> <br /> <br /> I go mostly with Shuriken-Cannons on the bikes because I like against 2+/3+ armour. My bikes are Aldo built that way.<br /> <br /> Trimmed the inquisition forces. The idea is that the VSG with units form one 12" bubble and Coteaz & co. forms another 12" bubble.<br /> <br /> If not needed against reserves, he will still provide two warp-charges and have some firepower to keep enemy units away.<br /> <br /> The night spinner has its upgrades to minimize jinking (can't fire then) and if needed, to attack dome key unit in then rear.<br /> <br /> Thanks again to all!]]></description>
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				<pubDate><![CDATA[Tue, 9 Aug 2016 20:48:28]]> GMT</pubDate>
				<author><![CDATA[ CoteazRox]]></author>
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