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Discussion Starter · #1 · (Edited)
please re write the whole list be needed in order to make the most competitive version. keep in mind that I own 26 jetbikes and some vypers, prisms, falcons, serpents. Im looking for a solid 1850 eldar list please feedback quickly!

Autarch
fusion gun

Autarch
fusion gun

5 Fire Dragons
Wave Serpent
Shuriken Cannon, stones, underslung cannon

5 Fire Dragons
Wave Serpent
Shuriken Cannon, stones

5 Dire Avengers
Wave Serpent
Bright Lance, stones

5 Dire Avengers
Wave Serpent
Bright Lance, stones

5 Dire Avengers
Wave Serpent
Bright Lance, stones

5 Dire Avengers
Wave Serpent
Bright Lance, stones

Fire Prism
Holo Fields, stones

Fire Prism
Holo Fields, stones

Fire Prism
Holo Fields, stones

1850 list
 

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I see no reasonable place for the Autarch and the Farseer in this list. Where do they go? The Jetbike squads are too fragile to be in CC and that is where the Autarch is wanting to be. Afterall, he has a mean charge attack and has a gun that needs him within 12". A Farseer of that set up would be able to the same Dooming work from inside a transport without being in the open and vulnerable to fire, you might consider grabbing a second power for him as well. He also is not benefiting from Fortune to keep him and his squad alive. Transport them both, possibly with the Banshees.

If you can spare the models I would try to boost up each of your Elite assault squads.

The Dragons are fine as they are. They are, however, your only method of effectively downing AV 14 which you may start really expecting to see multiples of those, but you can only expect to kill one. It may be worth considering trying to get a second unit of these or some Bright Lances into the mix.

Ok, by now you're screaming "But Falcons can only carry 6 models!" That's right, but I am suggesting switching your Dire Avengers to the Falcons and the rest to the Serpents. Both are already pretty tough, but Falcons are much more expensive than Serpents and I wouldn't risk them to Melta range. At least Wave Serpents will treat Melta as normal AP 1.

If you move the EML's to the Falcons you won't be risking losing some of that anti tank power in the approach in. Instead, you have 3 scoring tough tanks that can fire a few high S shots across the board. With 3 Scoring units with that kind of durability you can live without more and drop the Jetbikes for more points or you could just a well unit them into one squad for more durability there.

There is not a lot here that will effectively deal with the likes of Orks, though. Just not much shot volume or enough Scorpions to hold the combat very long. MEQ can be handled well enough, as can Tau and Chaos.
 

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Autarch
jetbike, laserlance, fusiongun

Doesn't have anywhere to be, and you don't need to mess with your reserve rolls. I'd drop him and replace with Eldrad.

Farseer
jetbike, doom, RoWitnessing, RoWarding

If you take Eldrad, he no longer needs RoWard. He does, however need Guide or Fortune in addition to Doom and Stones.

6 Howling Banshees
exarch, executioner

Not enough. In order to not lose several models (even on the charge) you need to max out the squad to 10, which means putting them in a serpent.

6 Fire Dragons

Fine in a Falcon

6 Striking Scorpions
exarch, scorpions claw, shadowstrike

I don't see these doing anything much. They're our worst assault troops after Shining Spears and the points can go on better things.

3 Jetbikes
shuriken cannon

3 Jetbikes
shuriken cannon

Fine for stealing objectives, just don't make the mistake of trying to kill anything with them. Hide until turn 5.

5 Dire Avengers
Wave Serpent
TL misslelaunchers, stones

5 Dire Avengers
Wave Serpent
TL misslelaunchers, stones

5 Dire Avengers
Wave Serpent
TL misslelaunchers, stones

You don't need 5 Troop choices. My personal preference would be to fold this into 1 squad of 10 with a Bladestorm Exarch, and 1 squad of 5 vanilla guys. You get 10 in a Serpent and 5 in a Falcon.

falcon
shuriken cannon, stones, holofield

falcon
shuriken cannon, stones, holofield

falcon
shuriken cannon, stones, holofield

I would strongly recommend 3 Lances instead of Shuricannons, if you're not going to take any more Fire Dragons. I would also strongly recommend Spirit Stones so that you can turbo out of trouble if they get stunned.
A new list might look like (I haven't worked out points):

Eldrad

Doom/Guide Farseer

6 Fire Dragons (in a Falcon)

10 Banshees (in a Serpent with Spirit Stones and Twin Linked Bright lance)

10 Avengers (in a Serpent with Spirit Stones and Twin Linked Bright lance, Bladestorm)

5 Avengers (in a Falcon)

3 Jetbikes

3 Jetbikes

Falcon with Bright Lance, Holofields, Spirit Stones

Falcon with Bright Lance, Holofields, Spirit Stones

That should leave you some points spare to buy some other things. Maybe a third Falcon/Serpent with 6 more Fire Dragons in it. Hope that helped! :eek:k:
 

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That's much better, a pretty well laid out list. I'd still prefer seeing one more Fire Dragon in that unit, as 5 is just not quite reliable enough for me.

Otherwise, its very much like my Ard Boyz list from last year which did fairly well.
 

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Discussion Starter · #9 ·
alright ive decided to go fully mech on this tourney and bring with me 9 grav tanks, DAVUS and Dragons and two autarchs, please leave some feedback and I have put the list in the original post.

I will be using the autarchs with the dragons to have that 6th fusion gun shot. I think the prisms should be able to survive easily enough and be able to pop off some decent templates the turn the come on, Im going to try and use the autarchs comando thing to try and bring all the prisms on the same turn so that they can deal with as much horde as possible. The lances will jsut snipe important stuff/ tanks. and hopefully the dragons can manage to kill more than one key target. So thats the plan, please respond quickly!

thanks for your time
 

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That is quite a bit of tanks and several scoring units, two solid Melta squads, plenty of Lances, and three tough long range tanks. Not bad at all.

I like that with a list like this that you are using two Autarchs as opposed to a Farseer. With everything being Twin-Linked and high strength there isn't too much call for a Seer.

That one ChinCannon looks a bit odd, but considering the rest of the list I can't think of another upgrade that would do as much. Sure, moving it to a Fire Prism would mean a back up gun for the tank but then again that Wave Serpent already plans on being in that range. Fair warning on that though, if they know what is in that tank, they will more than likely at least shake it.

What's the reason the Prisms are not on the board Turn 1? Just in case you go 2nd and he can't shake them? Other than that, that's another turn that you could be dropping templates across the board, and its your best bet to be out of his range.
 

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a truly devastating list.

i'd say drop one Prism to make one of your tanks tougher, but why bother?

9 grav tanks should make someone poop their pants a little.

good take some heads.

+rep for the nice list.
 

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Discussion Starter · #12 ·
wowzerz!

thanks so much everyone for the quick and respectful replys, Ill make up a new post of how the list performs during the next game I play.

and yeah I only threw the underslung cannon in there for the points but I have no quarll tossing one on a single serpent. And I'm going to try throwing my prisms on the board turn one so that they can throw down more templates throughout the game, I never thought of it like that before. As an eldar played ive always inherently played my armys in reserves mainly just to stretch out my survivability as much as possible seeing as I usually get completely tabled.
 
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