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Discussion Starter #1 (Edited)
Hi all, this is just a casual list. Tell me what you think!

2000 pts

Farseer w/ jetbike, singing spear - Warlord
6 Windrider Jetbikes w/ 2 shuriken cannons

Warlock w/ jetbike
6 Windrider Jetbikes w/ 2 shuriken cannons

Autarch w/ warp jump generator, fusion gun
5 Warp Spiders w/ Exarch, spinneret rifle, fast shot

5 Dire Avengers
1 Wave Serpent w/ shuriken cannon, holo-fields, scatter laser

5 Dire Avengers
1 Wave Serpent w/ shuriken cannon, holo-fields, scatter laser

5 Shining Spears w/ Exarch, star lance, monster hunter

5 Rangers

6 Swooping Hawks w/ Exarch, sunrifle

2 War Walkers w/ scatter laser and star cannon each

Blood Angels Allies
Reclusiarch
5 Death Company w/ power fist, power sword
Stormraven w/ twin-linked assault cannon, twin-linked multi-melta (200)


Farseer, Warlock, and Windriders do the Eldar dance of annoyance.
Autarch with Warp Spiders, as well as Swooping Hawks, deep strike.
Serpents happily do their thing and drop Dire Avengers to hold objectives or to provide some shooting.
Shining Spears outflank.
Rangers sit on an objective.
War Walkers either do turn one shooting or outflank.
Blood Angels in the Stormraven swoop in to kill some tanks and charge some crap.

Casual list! Would like to hear what you think. :)
 

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Look good except you dont really have and anti 13-14 guns except your blood angels. I'm not sure where you could put it but I'm thinking maybe the warwalkers. Go all bright lance on them although the list you have is nice.
 

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I don't think you need the rangers - 5 rangers won't do an awful lot over a game - you could get more jetbikes into your squads instead :)

Everything else is vey fast - bar the rangers. If your opponent wants first blood, all he needs are a drop pod and a couple of flamers (I always assume I'm packing for space marines) and they'd be toast/easy first blood.
 

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If you have the points, I would highly consider taking Sprit Stones on both your Wave Serpents (10pts each, I think). Being able to avoid a crew shaken/stunned results (on 2+) and allow your tanks along with the unit inside of them to still shoot with full ballistic skill (and in some cases move) could turn out to be huge in a game. I would even consider swapping Holofields for stones, the WS energy shield does a good job protecting it from being taken down (also jink helps) and cover saves done work when you get assaulted which is how your tank goes down most time in my experience.

As in example in my last two games respectively: the wraith guard WS got stunned/shaken twice, which prevented them from deploying and using D-Scythes and therefore ended up stuck in the tank all game. Then another Serpent with a unit of DA and a farseer got stunned/shaken and they could not move or shoot (except snap shots) when their tank got busted, if I was able to ignore that result I could have moved my Farseer right into another tank which turboed to safety.

Just a thought, but I think that Stones are worth the investment, especially considering how many shots the WS can throw out.
 

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If you have the points, I would highly consider taking Sprit Stones on both your Wave Serpents (10pts each, I think). Being able to avoid a crew shaken/stunned results (on 2+) and allow your tanks along with the unit inside of them to still shoot with full ballistic skill (and in some cases move) could turn out to be huge in a game. I would even consider swapping Holofields for stones, the WS energy shield does a good job protecting it from being taken down (also jink helps) and cover saves done work when you get assaulted which is how your tank goes down most time in my experience.

As in example in my last two games respectively: the wraith guard WS got stunned/shaken twice, which prevented them from deploying and using D-Scythes and therefore ended up stuck in the tank all game. Then another Serpent with a unit of DA and a farseer got stunned/shaken and they could not move or shoot (except snap shots) when their tank got busted, if I was able to ignore that result I could have moved my Farseer right into another tank which turboed to safety.

Just a thought, but I think that Stones are worth the investment, especially considering how many shots the WS can throw out.
I'd have to disagree respectfully Troy. I'd value holofields a lot more then spirit stones. Spirit stone are nice when you have points to spare but why bother when you can protect your tank full stop.
 

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I don't think you need the rangers - 5 rangers won't do an awful lot over a game - you could get more jetbikes into your squads instead :)

Everything else is vey fast - bar the rangers. If your opponent wants first blood, all he needs are a drop pod and a couple of flamers (I always assume I'm packing for space marines) and they'd be toast/easy first blood.
Have to agree with Gret here use those points for more warp spiders. Never can have enough of tose bastards :laugh:.

Also id go with double bright lance. Id rather chance hitting with 4 then at the most 2
 

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I'd have to disagree respectfully Troy. I'd value holofields a lot more then spirit stones. Spirit stone are nice when you have points to spare but why bother when you can protect your tank full stop.
I think that Holo's are better in most cases, but if the points are there then stones can't hurt!! If you have a fire prism I would take stones for sure, you don’t want to be making snap shots with it. Also, if you have a full squad in your WS and you plan to have them come out to fight stones would be a good idea as well. I look at it as protecting the troops inside more then the tank.

I can't say enough good things about spiders though, soooo good and so fun to play! :good:
 

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I think that Holo's are better in most cases, but if the points are there then stones can't hurt!! If you have a fire prism I would take stones for sure, you don’t want to be making snap shots with it. Also, if you have a full squad in your WS and you plan to have them come out to fight stones would be a good idea as well. I look at it as protecting the troops inside more then the tank.

I can't say enough good things about spiders though, soooo good and so fun to play! :good:
Well in this case he has only 5 dire avengers which means there late game objective holders and not ment to fire anything of an objective. In this case holofields are the way to go. But I agree if there are points to spare slap on some spirit stone but Holofields and cannon always first. Correct me if I'm wrong but I thought you can always fire flamers even when snap shooting or is that just assaults.
 

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Discussion Starter #10
I think Spirit Stones would be nice (can't imagine how frustrating that 'shaken' was Troy), but I doubt I can pull points off something else for it. Template and blast weapons cannot fire snapshots, sir Commissar. :p

Still wondering where to put those ranger points (I didn't consider first blood at all!). Warp Spiders are a good contender. Though it is also the exact number of points needed to put a singing spear on my Warlock, and get another fully kitted out Warlock for the Farseer's unit. Thoughts?

But SL would help the War Walkers in the case where there are no tanks on the board/to shoot at... Well, but I guess Eldar are specialists after all, so maybe dual BL. Must think like a Space Elf!
 

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Imho sc bl on the war walkers never worked for me but sure give a try. My mistake so ( doesn't make much sense, when do you ever need to aim with a flamer :p)
 

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Hi all, this is just a casual list. Tell me what you think!

2000 pts

Farseer w/ jetbike, singing spear - Warlord
6 Windrider Jetbikes w/ 2 shuriken cannons
Fine.

Warlock w/ jetbike
6 Windrider Jetbikes w/ 2 shuriken cannons
Fine.

Autarch w/ warp jump generator, fusion gun
This is essentially a glorified Exarch... drop him entirely.
5 Warp Spiders w/ Exarch, spinneret rifle, fast shot
Exarch brings very little. More Spiders would be a better option.

5 Dire Avengers
1 Wave Serpent w/ shuriken cannon, holo-fields, scatter laser
Scatter lasers are nice, Starcannons allow you to kill MEQ/TEQ and EMLs give you the option to fire everything at infantry, or have a crack at a vehicle. Given your lack of ranged anti-tank.. an EML might be a better shout.

5 Dire Avengers
1 Wave Serpent w/ shuriken cannon, holo-fields, scatter laser
See above.

5 Shining Spears w/ Exarch, star lance, monster hunter
This, sadly, still isn't a great unit. You get one good turn of combat out of them and then you're in trouble. In my eyes, too expensive for what they do - a big charge in the latter turns of the game. More fire power would be better.

5 Rangers
Yuck, no. Everything ignores cover these days.

6 Swooping Hawks w/ Exarch, sunrifle
These are still terri-bad. More Spiders.

2 War Walkers w/ scatter laser and star cannon each
Run dual Scatter Lasers or dual Starcannons. Given the armies general lack of fire power, I'd be tempted with Starcannons.

Blood Angels Allies
Reclusiarch
5 Death Company w/ power fist, power sword
Stormraven w/ twin-linked assault cannon, twin-linked multi-melta (200)
What even? I'd ditch these choices for some Wraithblades in a Serpent. More staying power, and a WS is infinitely more useful.


Farseer, Warlock, and Windriders do the Eldar dance of annoyance.
Autarch with Warp Spiders, as well as Swooping Hawks, deep strike.
Serpents happily do their thing and drop Dire Avengers to hold objectives or to provide some shooting.
Shining Spears outflank.
Rangers sit on an objective.
War Walkers either do turn one shooting or outflank.
Blood Angels in the Stormraven swoop in to kill some tanks and charge some crap.

Casual list! Would like to hear what you think. :)
Appreciating you've said 'casual list'... but there you are.

Any Eldar army that doesn't take advantage of the Fire Prism is missing its trump card.

There's also a general lack of firepower... Eldar want to fight the enemy at 24"-36" away, Stocking up on Starcannons and the like is the way to go. You Troop choices in the jetbikes are just fine for mopping up anything that isn't crippled by your bigger guns.
 

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Discussion Starter #14
Yes, it is a casual list, but I do appreciate the competitive advice! :)

I don't want to change some units due to fluffy reasons, but other than that:

Curious as to why dual weapons on the walkers? I thought SL and SC combo was highly recommended.

If I get dual BL on the walkers, would you still recommend EML on the serpents?

Would a warlock on the other jeetbike squad be worth it (using points from dropping the rangers)?

Keeping the shining spears, would you say hit&run is essential to get more out of them? (I realize that you suggest against shining spears entirely, so feel free to ignore the question).

I will definitely consider your other advice. Don't think that it's been ignored. :)
 

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Hit and run is mandatory on shinging spear dont take them without lol. Dual weapons on the walkers is so your not mixing ranges and not been ok at 2 roles but been great at 1 imho anyway.
 

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With regards to the walkers, I find that the ability to have the sl twinlink the other gun (bl or whatever) makes it almost as good as having two of the other gun, because you will hit with it... But if you roll well and you have the same gun you could hit twice... It's a tossup I like to have it twinlink personally I find it a little safer to ensure I get one hit with my other gun (bl,sc,eml)
 

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Yes, it is a casual list, but I do appreciate the competitive advice! :)

I don't want to change some units due to fluffy reasons, but other than that:

Curious as to why dual weapons on the walkers? I thought SL and SC combo was highly recommended.
Yes, it has its uses. The ability to twin-link it's partnered weapon is incredibly useful. I would argue this works better when paired with single shot weapons; the EML and the BL. i don't have my Codex in front of me to compare points costs, but I would say on a multiple shot weapon, doubleing up on a more powerful weapon is the better choice.
However, I make this case almost entirely in the case of the Star Cannon. Yes, the Scatterlaser has a better range and ap than the Shuriken cannon, but it's ap value will only go through a 4+ save. things with this save (Orks, Tau) are likely to be in high numbers, where the extra shots count for more. On the other hand, the Star Cannon comes with ap2, which goes through everything (citing power armour here). I looked at your list and saw a decisive lack of lower ap weaponry, and did what I could to give you some more kick.

If I get dual BL on the walkers, would you still recommend EML on the serpents?
The Walkers will turn up in an all or nothing turn. They arrive and will either do something useful (blast a big hole in a devastator unit, fuck the rear of a tank, etc) and will then either be ignored because you've put too much pressure on other units with your own, or the entirety of your opponents forces in the vicinity will turn on them. Dual Lance Walkers require really careful positioning, to the point where outflanking them can even be a risk, reducing them to a more sniper-ish role. If that's the role you want, you're better off with a Wraithlord - Yes, they are quite inefficient in comparison, but they will get that particular role done in a more reliable, less blown to bits by any weapon over str6, way.

Again, I sw your list and saw a lack of fire power - EMLs would allow you to deal with tanks and blast into infantry with the chin-cannon and plasma missile. They are a good way to cover both bases, granted, not as well as more specialised weapons (Scatter lasers for infantry, BLs for tanks).

In a roundabout way, EMLs are still one of the best choices for a WS. Although, I'd check to see what/if @Ragewind has written about this in the tactica articles.

Would a warlock on the other jeetbike squad be worth it (using points from dropping the rangers)?
Warlocks are okay, but I wouldn't bother too much.

Keeping the shining spears, would you say hit&run is essential to get more out of them? (I realize that you suggest against shining spears entirely, so feel free to ignore the question).
Massively essential.

I will definitely consider your other advice. Don't think that it's been ignored. :)
If it's fluff you want, and will help you deal with tanks...
The Autarch on a Jetbike, Mantle of the Laughing God, Laser Lance and some other equipment (but those 3 mostly) is absolute fuckery to deal with, and gets the job done well.

I just find the sheer lack of a Fire Prism a little disconcerting, it's simply too good a tank to not take. I appreciate money maybe an issue etc etc etc... but honestly - I always calculate a Fire Prism into my army choices first.
 

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Discussion Starter #18
Thank you Orochi! I will definitely check out the tactica articles. I do get that the list is lacking in firepower, and will work on that. Also, I do really really want the Fire Prism (for so many reasons, but mainly one big one... and yes, it is the HUGE GUN it has). I will think of something to dump to cram it in.

Ahhh the Solitarch. :D I'll try that out too. Thanks!
 

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Have you considered a Crimson Hunter Exarch? You have the Stormraven, which is great for getting your Death Company in, but if you decided to drop it out, the CH might be nice. It can be tooled up for TEQ hunting with Star Cannons and Precision shots (bye bye CML termie), or add to your anti-tank with Bright Lances.
 
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