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post #1 of 5 (permalink) Old 05-30-09, 03:20 PM Thread Starter
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Default 1000 points of shooting eldar

Wondering what you all think of this for a 1000-point force. The goal: overpowering firepower to make up for fragility.

HQ: Eldrad -210
Troops: 3x 10 man Guardian squad with bright lance and warlock with embolden -140 each, total of 420
Heavy Support: 2x 3 model War Walker squadrons with 2 scatter lasers each -180 each, total of 360
Total: 990 points (probably just toss another guardian into a guardian squad to make it 998)

The plan: Eldrad hangs out in a guardian squad next to the war walkers, guiding each war walker squadron and dooming something that needs to die, fortuning his unit if they expect to come under fire, mind warring special things that get near, or fortuning the war walkers if my opponent has decent anti-tank floating around (provided I can get the walkers in some cover). AV 10 isn't much but rerolling a 4+ cover provided by the guardians if necessary is pretty solid.

The effect: each war walker squad can dish out on average 18 strength 6 hits. Even without doom that's 5 dead space marines each or 15 orks in the open each. Few armies I know of at this points range can take those kind of losses. The fact that the whole army can shoot and keep on the move could open up some good possibilities for outmaneuvering other slow armies by blasting chunks out of them. The guardians are there to mop up, act as meatshields, take out tanks, and claim objectives. The warlocks help keep the guardians in line and take out tanks in CC.
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post #2 of 5 (permalink) Old 05-31-09, 12:55 AM
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In theory it's fine, but the problem is that those Bright Lances just won't be enough. 1.5 hits a turn... Guardians can't be relied upon to hit anything. Better taking EMLs on the WarWalkers, and Storm Squads with Flamers, and no Warlock.

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post #3 of 5 (permalink) Old 05-31-09, 10:03 AM
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problem with shooty army is like that is:

1. depending on terrain and cover. Will you be able to aways catch enemy units in the open?

2. LOS, just because you have the firepower in the squad DOESNT mean you will have los to enemy units.

3. most of those weapons are pretty slow moving (6'') its hard to manuver to catch enemy units.

4. eldar codex is not designed for gunline armies. many other codices does it alot better. (tau, marines etc etc).

5. the heavy weapons are grouped. for example warwalkers in a squadron can only fire at ONE target. the guardians weapons is in a guardian squad, so if you fire your BL at somewhere far away, you are wasting all the cataput shots on a closer, and possibily more dangerous unit. Another example, at 1000 points many ork players have 3+ trucks, backed up later by solid core infantry. with your current build do you think you can stop all 3 trucks coming and charging almost instantly. Once combat has hit, u are missing the most advantageous parts of the eldar army, its CC element. therefore. You will be doomed.

6. guardian BS sucks.


Conclusion: Not a great idea. The guardians are extremely vulnerable to pie and indirect fire (thunderfire etc).

If it is for pure experiment it is possible, however it may not be as competitive as you may have hoped.

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post #4 of 5 (permalink) Old 06-01-09, 09:14 PM Thread Starter
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Hrm, good points. Though in theory the warlocks are capable of some melee anti-tank too. Mostly I made this list because I thought it would kick my butt. Would probably be fun to play anyhow.
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post #5 of 5 (permalink) Old 06-01-09, 11:58 PM
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would be interesting if you can keep us posted on how it went!

If its on a open map, it should be quite deadly.

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