Warhammer 40k Forum and Wargaming Forums banner

1 - 6 of 6 Posts

·
Registered
Joined
·
5 Posts
Discussion Starter #1
this is a list that i have been working on for a couple weeks and i finally think i got it down pat. let me know what ya think.

HQ: -Avatar
EL: -5-fire dragons
-wave serpent-TL shuriken cannons,shuriken cannon,spirit stones
EL: -5 howling banshees
-wave serpent-TL shuriken cannons,shuriken cannon,spirit stones
EL: -5 howling banshees
-wave serpent-TL shuriken cannons,shuriken cannon.spirit stones
T: -10 dire avengers
-exarch-twin catapults,storm
-wave serpent-TL scatter laser,shuriken cannon,spirit stones
T: -10 dire avengers
-exarch-twin catapults,storm
-wave serpent-TL scatter laser,shuriken cannon,spirit stones
T: -10 dire avengers
-exarch-twin catapults,storm
-wave serpent-TL brightlance,spirit stones
T: -10 dire avengers
-exarch-twin catapults,storm
-wave serpent-TL brightlance,spirit stones
T: -10 dire avengers
-exarch-twin catapults,storm
-wave serpent-TL brightlance,spirit stones
T: -10 dire avengers
-exarch-twin catapults,storm
-wave serpent-TL brightlance,spirit stones
HS: -fire prism-holo field,spirit stones
HS: -fire prism-holo field,spirit stones
HS: -fire prism-holo field,spirit stones

the plan is to have two fronts(one mech,one infantry). the skimmers attack the opponent while the avengers bolstered by the avatar take objectives.
 

·
Premium Member
Joined
·
2,648 Posts
Can it work? Yep. Will it be enjoyed? Nope.

I'm a mech eldar player and I can tell you that this list is doomed to a very short, if victorious, career. Also, keep in mind that anyone with plenty of firepower (IG/Tau/Eldar/SM/Necrons) are gonna eat your list alive.
 

·
Premium Member
Joined
·
2,648 Posts
Mech Eldar is a difficult army for both players to enjoy. Having a large number of skimmers is a difficult thing for many gamers to face, and many are not too shy to tell you about it. Then again, I don't really care, as I'll not face my fragile Eldar against a gunline without protection. All you can really do is try to mix it up a bit. Try not to use the same units over and over again. A few are ok, but your army list is just spamming the few units you chose.

This is my 2250 list (from memory):

Farseer w/ Jetbike, Spear, RoWit, Guide
-=- 3 Vypers w/ Scatter Laser, Shuricannon
*** This unit is there strictly for fire support against other light skimmers, like Land Speeders and Piranha, light transports like Rhinos and Ork Trucks, and against massed hordes like Orks and Tyranids. 21 Rerollable Str6 Shots can pretty much guarantee that their target takes a whoopin. Weakness: This unit is very fragile and has a tough time weathering return fire. Keeping it concealed is often difficult in an army of Skimmers, even when the board is filled with level-3 terrain.

Autarch w/ Jetbike, Lance, Fusion Gun, Mandiblasters
-=- Shining Spears (4) w/ Exarch w/ Withdraw
*** A speedy assault/counter assault unit capable of hitting the enemy lines hard on turn two (with other elements of the army) or ridding the board of Terminators and other hard nasties. 14 Str6 power weapon attacks at high initiative will do wonders against anything that doesn't qualify as a 'horde' or a 'main battle tank'. Weakness: This is a very expensive unit for so few models, and massed small arms fire will still take it out with ease. Keeping these guys hidden until they charge in is a must, but is also difficult in larger games.

2x Guardian Jetbikes (4) w/ one Shuricannon.
*** These are my snipers and objective grabbers. They can use their Shuricannon to hunt light vehicles and small squads, and if necessary, they can charge into a combat for the purpose of overwhelming a struggling unit. They should never charge into combat unsupported, and even when supported, serious though should be given to it. These guys are fast, but fragile. They are also the cheapest scoring unit in my army, and worth their weight in gold during Alpha-level missions. Weaknesses: We've covered most of it. They're fragile with very limited combat potential, but they are scoring units with speed, and that helps.

10x Dire Avengers w/ Exarch w/ Twin Direpults, Bladestorm
-=- Serpent w/ Twin Starcannons, Stones

10x Dire Avengers w/ Exarch w/ Twin Direpults, Bladestorm
-=- Serpent w/ Twin EMLs, Stones
*** I like to use these guys to really get into the enemy's face and pepper it with shurican spice. The Serpent is there to get them into position and to help remove light vehicles or heavy infantry. These guys generally do very well for me. Defensively, I like to shoot the Avengers into terrain near the center of the board and dare the enemy to root them out. Weaknesses: First, Avengers are very fragile, and not combat minded at all. They like to shoot & scoot ONLY. Also, I like to keep Serpents cheap. Too many upgrades are likely to cost you another full unit. But, this does also mean that the Serpents may crash all the harder, most likely taking a handful of the Avengers with it.

10x Banshees w/ Exarch w/ Executioner
-=- Serpent w/ Twin Scatter Lasers, Stones
*** This is my in-your-face combat machine. The rest of the army takes out the weaker troops and the vehicles, while these ladies and the Spears take out the heavier infantry. Virtually no unit in the game can survive the combo-charge of the Spears and the Ladies, but then again, virtually no unit in the game costs as much as these two units combined, so its a wash I suppose. Weaknesses: The ladies are fragile, as all Eldar are, and despite having a bucket-load of power weapon attacks, these gals are only Str3, which means they need that many attacks to keep from getting wiped out when the retaliatory strike lands. Giving these girls some extra protection, in the form of a supporting unit (Serpent/Spears/Jetbikes/Avengers) can go a looooonnng way toward making them a game winning unit.

Falcon w/ Stones, Holofield, Shuricannon.
-=- Ya know, after 5 years with Eldar, I still haven't put any Dragons into my Falcon, but I have the models set aside just in case I need to bump this list up to 2500 or 3000pts. It is a good tactic, just a slightly boring/annoying one for your opponent. This is my secondary unit for my Farseer w/ Guide. Should the Vypers fall, then the Falcon with 2 Str8 attacks and 7 Str6 attacks takes over as my Guided Firestorm. The Falcon tends to piss people off just by being there, to makes a good fire magnet. Also, I don't have to tell anyone that there are Dragons in the tank (or not), though I usually do. In last option situations, the Falcon can retrieve a diminished unit of Avengers or Banshees from a no-win predicament. Weaknesses: Well, BS3 is one, as well as its primary role as a transport. In this list, it just doesn't transport, well hardly ever. Your opponent will most likely glance it into inconsequence, thus keeping it from shooting the entire game. But, even so, it still counts as a scoring unit.

2x Fire Prism w/ Shuricannon, Stones, Holofield
*** These two are my only dedicated anti-tank units. Their task is to remove Land Raiders and Monoliths from the board. Only when that has been accomplished, will they move on to laying large blasts down on enemy infantry. The Shuricannon is there so that the tank can still field a worthy role even when the Prism Cannon has been destroyed. Weaknesses: Not too many to worry about, really, except that they will be fire magnets and they really carry only one weapon strong enough to label it a Tank. It has no transport option (not really a problem) but is the only full skimmer (not Vyper) in the list that does not allow for it.

There ya go. 2250pts, 10 Scoring Units, and a good mix of shooting, moving, and combat for an Eldar army. At least, in my opinion, that is. This list has won tourney games and one 1st place finish in a local tourney, though it does make for tight matches against a competent opponent. It will roll over new players, though, so is not played as often as my IG, which has a somewhat softer feel to it. The key point, though, is that there is no element to the game that is not represented in this list. This helps to make it a more enjoyable game for your opponent, and yourself.
 

·
Registered
Joined
·
280 Posts
You have 12 scoring units @ 3K... you should have more, or high firepower armies will have a hayday with you...

You have an average of 300pts per Serpent unit and 160 for your other 4 units... Thats a lot of expensive units that will gian easy VP's for the enemy... I would suggest a few more "Lightweight" units to bolster your number of scoring units and spread the enemies options out through Target Saturation.

Here is an example of my 1K (Saim-Hann/Bakhazan) style Mech Eldar.
HQ
(130) Autarch on JB, L-Lance, and Fusion-G.
Elite
(118) 6 Banshees: Exarch has Executioner.
(162) 6 Harlequins: Shadowseer and 6 Kisses.
Troops
(76) 3 JB's: 1 Shuri-Can.
(143) 4 JB's: JB Warlock with Destructor.
HS
(185) Falcon: Pulse, Shuri-Can, S-Cat, HF, VE, and SS.
(185) Falcon: Pulse, Shuri-Can, S-Cat, HF, VE, and SS.

Thats 6 scoring units @ 1K, all of which can work independantly or in a coordinated fasion.... They also all have dedicated duties as will as secondary functions.

For your 3K list as here is what I suggest.
- Don't make two contingents, Vehicles and footsloggers, as the enemy will simply focus on one - eliminate it - and then move on to the other.
- Deversify the units, so that the enemy has to decide what the Target Priority is, not simply go down the list as to what will get to him first.
- Give each unit a focused use, but build in a little diversity. A good example of this is your Fire Dragons... If you simply added an Exarch with Dragons Breath Flamer and Crackshot, the unit would now have anti-tank abilities as normal; but could also serve against enemies that are entrenched in cover, or infantry that has tough armour, or even against Hordes to some degree.
- 3K should also use more of the Force Organization chart.... Where are your Fast Attack choices... You can't possible tell me that a squad of Warp Spiders wouldn't put out more shooting than a Wave Serpent with Scatters and Shuri-Cans...

Ok, with just these simple things in mind, here is what I think a much more competitive Mech Eldar list would look like at 3K.

(140) Autarch on JB, L-lance, Mandiblaster, Fusion Gun.
(202) 4 Shining Spears: Exarch has Starcannon, S-rider, and Withdraw.
The unit(s) are principly for HtH manouvers against High price tag enemy units, but the anti-tank potential is not to be discounted if a target of opportunity arrises. The units should be joined prioir to CC; but can easily work independantly as well.

(162) 6 Harequins: Shadowseer and 6 Kisses.
(195) Falcon: pulse, 2 Shuri-cans, HF, VE, and SS.
The unit(s) are designed to be in HtH very quickly with enemy units that need that littel "Rending" to make sure stuff goes down. The Plasma Grenades on the Shadowseer ensure early attakcs, and the Guns on the Falcon can assist. Obviously the units can work independantly as well.

(175) Fireprism: HF, SS, and VE.
(175) Fireprism: HF, SS, and VE.
These two gun ships are ment to keep shooting, use their range and balst prioirty targets early on, they are great infantry removers as well as Tank busters and the Vectored Engines should keep them in the game a little longer.

(140) 2 Vypers: both with Scatterlasers and Shuri-cans.
(140) 2 Vypers: both with Scatterlasers and Shuri-cans.
Fragile Firepower that takes down enemy light vehicles as early as possible using their range. Than they move in to Range Snipe infantry or support as they can. they also make gret objective grabbers late in the game.

(150) 8 Banshees: Exarch with Executioner.
(150) Wave Serpent: TL EML's, VE and SS.
Pretty Basic, get the Banshees in HtH and let the Serpent blast away at the enemy, try to use them with the Harlies, or Spears if you can.

(113) 6 Fire Dragons: Exarch with Dragons Breath Flamer and Crackshot.
(150) Wave Serpent: TL EML's, VE and SS.
Like I mentioned a very versatile unit that can work with you HtH components or independantly. And if you like the Serpent can remain seperate and you simply Fleet the FD'd in the early game.

(128) 8 Dire Avengers: Exarch has Bladestorm and Duel Cats.
(130) Wave Serpent: TL Shuri-cans, VE and SS.
and
(128) 8 Dire Avengers: Exarch has Bladestorm and Duel Cats.
(130) Wave Serpent: TL Shuri-cans, VE and SS.
and
(150) 9 Dire Avengers: Exarch has PW & S-Shield and Defend.
(130) Wave Serpent: TL Shuri-cans, VE and SS.
all of these units should work in conjunction with each other or another unit to get the Hammer and Anvil effect... The Serpents don't need to stay with the DA, and the combined shooting of these units can lay down some serous firepower, and the pw&ss unit can be a serious "Holding" unit.

(156) 4 Jetbikes: 1 Shuri-Can, and a JB Warlock with Destructor and Spear.
and
(156) 4 Jetbikes: 1 Shuri-Can, and a JB Warlock with Destructor and Spear.
Both of these units can provide harrasing fire, deal with light vehicles, Roast enemies in Cover, or assist with HtH.... they can obviously work independantly and the Spear can get you a tank from time to time.

OK thats 3K with 15 units, 14 scoring.... you still have 8 Tanks and eveything is Mobile... each unit has mutilple uses and can work be itself or with the rest of your army. You now have the option of being into HtH on turn 2, or waiting until the time is right for you.... Your Stratagy rating is higher and your army will hit the table sooner in Escalation because of the Autarch.... Your shooting is both high output, and high strength so you can take on any army you face. This should be a much more fun army to play and much more easy to win with.

I hope that helps you out... Oh and sorry about the length of the post.

Cheers and Happy Gaming.
 

·
Registered
Joined
·
5 Posts
Discussion Starter #6
thanks for the info moc065. that did help. i'll look at my list again and see what i can come up with and post it.
 
1 - 6 of 6 Posts
Top