Joined
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10 Posts
First time poster on Heresy. I'm looking to take this list to a local Tournament and I'm hoping to get some input. If you'd make some tweaks or changes let me know and tell me why. Also, If you think it's solid and you wouldn't make any changes, tell me so I get a nice confidence boost
-HQ-
Eldrad - 210 ***(He attaches to the first listed unit of Dire Avengers)
-ELITE-
5x Fire dragons
*Wave Serpent: TL Shuriken Cannons / Spirit Stones - 190
5x Fire dragons
*Wave Serpent: TL Shuriken Cannons / Spirit Stones - 190
5x Fire dragons
*Wave Serpent: TL Shuriken Cannons / Spirit Stones - 190
-TROOPS-
9x Dire Avengers w/ 1x DA Exarch: PW + Shimmer Shield / Bladestorm / Defend
*Wave Serpent: TL Missle Launcher / Spirit Stones / Vectored Engines
9x Dire Avengers w/ 1x DA Exarch: 2 Avenger SC's / Bladestorm
*Wave Serpent: TL Shuriken Cannons / Spirit Stones
5x Dire Avengers
*Wave Serpent: TL Bright Lance / Spirit Stones
5x Dire Avengers
*Wave Serpent: TL Bright Lance / Spirit Stones
3x Guardian Jetbikes
-FAST ATTACK-
3x Vypers: 3x Starcannons
-HEAVY SUPPORT-
1x NightSpinner: Spirit Stones
1x Fire Prism: Holo Fields / Spirit Stones
1x Fire Prism: Holo Fields / Spirit Stones
Now It wouldn't be fair to ask you guys to explain any tweaks you might make if I didn't explain why I took what I did in the first place now would it? I'll go over each section but a quick point to make is one of the main reasons why I love mech Eldar is even with all its guns blow off Eldar tanks can get stuff done! It can be contesting objectives, tank shocking, ramming or just giving another unit a cover save these guys are useful until the very end. Totally worth the points!
-HQ-
Eldrad needs no explaining in my opinion. Moving right along...
-ELITE-
At high points costs you better be expecting some big tough as nails units. What better to deal with these units of MC's and beefy tanks than 15 melta guns? The wave serpents are a must and any tank transporting Eldar units NEEDS Spirit stones. Expensive guns on these Serpents would be a waste since they are moving as fast as they can most of the game hence the cheapo SC.
-TROOPS-
Can you tell I love Dire Avengers? The 10 man squad of DA's with a PW + SS with Defend and Bladestorm is one of my Favorite units to throw Eldrad with. Reason being is his support spells really shine with this unit. Doom, Guide, Fortune.. they all benefit this unit tremendously. Meanwhile they are keeping Eldrad safe. It's a mutually beneficial relationship
Also just a quick note I only put vectored engines on transports that have durable units inside like this one. Here's why: If a 5 Man fire dragon squads wave serpent gets an immobilized result and crash and burns while moving flat out, the FD's are screwed. If that serpent has Vectored engines and floats to the ground instead of busting... the FD's are still screwed (usually out of range and probably out in the open.. and they cannot take hits). See my point?
Second squad is your Standard Bladestorm DA squad.
The next 2 squads are there as a cheap way to boost my scoring unit count, add accurate bright lances to my list, and be a fast objective grabber late in the game. I love this setup for DA's and they compliment this list wonderfully.
Last troops choice is solely to boost my scoring unit count. Honestly It worked out that I built my list and had 66 points leftover... tadaaaaa! Keep these guys in reserve and boost towards an objective if its an objective scenario or boost out of LOS of everything if its kill points.
-FAST ATTACK-
A great addition to any mech list. Now I know they are wet paper but in the right list they work wonders. These guys advance with my Eldrad/DA wave Serpent so they can be guided and put the hurt out on the enemies tough units. No vehicle upgrades on these guys, its a waste. The only thing that is going to keep these guys alive is to stay at max range and have lots of higher priority targets in your mech list.
-HEAVY SUPPORT-
I haven't tried the Night spinner out yet but it seems solid. I didn't give it holo fields as i'll be trying to keep it out of LOS and rely on it's twin linked to keep those shots hitting. Now I did give it Spirit stones.. for ten points it's completely worth it. This gunboat is only ever firing its one gun and even though I plan on keeping it out of LOS I want the option to be able to move 12 to readjust and keep firing. It's a ten point upgrade.. why not? Also if its gun get's blown off it can still contest/ram/tank shock. One thing I am worried about with this unit is I feel its going to be a prime target for any type of deep striking melta guns. However somethings going to get targeted by them so I can't really complain. At least this tank will most certainly be by some cover for the deepstrikers to possibly mishap on?
Onto the pair of Fire prism's! Always works best in two's hence the two in my list. They have a great versatile main gun that has an awesome range. Again Spirit stones for the same reasons as the NS. I've also given these guys holo fields. Now in lower point games I tend to just give them Spirit stones however with this many tanks on the field and this many high priority targets it's more of a mind game than anything. I'm thinking my opponent will see this many Eldar skimmers zipping around the board at him that he'll look back at the 2 FP's, groan to see they have Holo fields, and leave them alone in favor of some "higher priority" tanks. If that happens that means I'll be able to keep these guys firing for most of the game which means I'll be dishing out some hefty damage.
Soooo a little long winded but tell me what you think!
-HQ-
Eldrad - 210 ***(He attaches to the first listed unit of Dire Avengers)
-ELITE-
5x Fire dragons
*Wave Serpent: TL Shuriken Cannons / Spirit Stones - 190
5x Fire dragons
*Wave Serpent: TL Shuriken Cannons / Spirit Stones - 190
5x Fire dragons
*Wave Serpent: TL Shuriken Cannons / Spirit Stones - 190
-TROOPS-
9x Dire Avengers w/ 1x DA Exarch: PW + Shimmer Shield / Bladestorm / Defend
*Wave Serpent: TL Missle Launcher / Spirit Stones / Vectored Engines
9x Dire Avengers w/ 1x DA Exarch: 2 Avenger SC's / Bladestorm
*Wave Serpent: TL Shuriken Cannons / Spirit Stones
5x Dire Avengers
*Wave Serpent: TL Bright Lance / Spirit Stones
5x Dire Avengers
*Wave Serpent: TL Bright Lance / Spirit Stones
3x Guardian Jetbikes
-FAST ATTACK-
3x Vypers: 3x Starcannons
-HEAVY SUPPORT-
1x NightSpinner: Spirit Stones
1x Fire Prism: Holo Fields / Spirit Stones
1x Fire Prism: Holo Fields / Spirit Stones
Now It wouldn't be fair to ask you guys to explain any tweaks you might make if I didn't explain why I took what I did in the first place now would it? I'll go over each section but a quick point to make is one of the main reasons why I love mech Eldar is even with all its guns blow off Eldar tanks can get stuff done! It can be contesting objectives, tank shocking, ramming or just giving another unit a cover save these guys are useful until the very end. Totally worth the points!
-HQ-
Eldrad needs no explaining in my opinion. Moving right along...
-ELITE-
At high points costs you better be expecting some big tough as nails units. What better to deal with these units of MC's and beefy tanks than 15 melta guns? The wave serpents are a must and any tank transporting Eldar units NEEDS Spirit stones. Expensive guns on these Serpents would be a waste since they are moving as fast as they can most of the game hence the cheapo SC.
-TROOPS-
Can you tell I love Dire Avengers? The 10 man squad of DA's with a PW + SS with Defend and Bladestorm is one of my Favorite units to throw Eldrad with. Reason being is his support spells really shine with this unit. Doom, Guide, Fortune.. they all benefit this unit tremendously. Meanwhile they are keeping Eldrad safe. It's a mutually beneficial relationship
Second squad is your Standard Bladestorm DA squad.
The next 2 squads are there as a cheap way to boost my scoring unit count, add accurate bright lances to my list, and be a fast objective grabber late in the game. I love this setup for DA's and they compliment this list wonderfully.
Last troops choice is solely to boost my scoring unit count. Honestly It worked out that I built my list and had 66 points leftover... tadaaaaa! Keep these guys in reserve and boost towards an objective if its an objective scenario or boost out of LOS of everything if its kill points.
-FAST ATTACK-
A great addition to any mech list. Now I know they are wet paper but in the right list they work wonders. These guys advance with my Eldrad/DA wave Serpent so they can be guided and put the hurt out on the enemies tough units. No vehicle upgrades on these guys, its a waste. The only thing that is going to keep these guys alive is to stay at max range and have lots of higher priority targets in your mech list.
-HEAVY SUPPORT-
I haven't tried the Night spinner out yet but it seems solid. I didn't give it holo fields as i'll be trying to keep it out of LOS and rely on it's twin linked to keep those shots hitting. Now I did give it Spirit stones.. for ten points it's completely worth it. This gunboat is only ever firing its one gun and even though I plan on keeping it out of LOS I want the option to be able to move 12 to readjust and keep firing. It's a ten point upgrade.. why not? Also if its gun get's blown off it can still contest/ram/tank shock. One thing I am worried about with this unit is I feel its going to be a prime target for any type of deep striking melta guns. However somethings going to get targeted by them so I can't really complain. At least this tank will most certainly be by some cover for the deepstrikers to possibly mishap on?
Onto the pair of Fire prism's! Always works best in two's hence the two in my list. They have a great versatile main gun that has an awesome range. Again Spirit stones for the same reasons as the NS. I've also given these guys holo fields. Now in lower point games I tend to just give them Spirit stones however with this many tanks on the field and this many high priority targets it's more of a mind game than anything. I'm thinking my opponent will see this many Eldar skimmers zipping around the board at him that he'll look back at the 2 FP's, groan to see they have Holo fields, and leave them alone in favor of some "higher priority" tanks. If that happens that means I'll be able to keep these guys firing for most of the game which means I'll be dishing out some hefty damage.
Soooo a little long winded but tell me what you think!