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Anti...anything 1850 Eldar

1389 Views 20 Replies 6 Participants Last post by  moc065
Ok after playing my first game against the nids, I have decided to try something a little more "all comers" style.

HQ
88-Farseer (Runes of Wit, Guide, Singing Spear)
88-Farseer (Runes of Wit, Guide, Singing Spear)

Troops
192-8 Pathfinders
192-8 Pathfinders
192-8 Pathfinders
120-5 Pathfinders

92-10 Storm Guardians (2 Fusion guns)
170-Wave Serpent (Bright Lance, Shuriken Cannon, Star Engines, Spirit Stones)

92-10 Storm Guardians (2 Fusion guns)
170-Wave Serpent (Bright Lance, Shuriken Cannon, Star Engines, Spirit Stones)

Heavy Support
150-3 War Walkers (Scatter Lasers, Spirit Stones)
150-3 War Walkers (Scatter Lasers, Spirit Stones)
150-3 War Walkers (Scatter Lasers, Spirit Stones)

I would keep the Farseer behind the Walkers and give them guide, thats 24 S6 shots with re-roles for 2 squads and another 24 shots from the last squad. These would kill guants/infantry. The pathfinders would take out the big stuff like Carnifax or other such things. The wave serpent and storm guardian will serve as my anti-tank units, although the war walkers can easily shoot down low armour vehicles.
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HQ
210-The so called "Big E"
OK, this guy is very solid; but part of the reason I suggested him was because you had a bit of an "Anvil" for him to move with, that has slowly been remmoved from your list and I think you sould probably put it back (more to follow). Right now, I see him being used for Devination, and maybe Fortuning some Pathfinders and some guide use; but overall I think he would be more effective if he had something that couls stay close to him (more to follow).
Troops
152-10 Dire Avengers (Exarch, DA SC, BladeStorm)
155-WaveSerpent (Scatter Laser, Shuriken Cannon, VE, SS)
Here is where I would get the stuff to go with Big-E. Exchange the DA for
(153) 10 Gaurdian Defenders with a Brightlance platform, and a Concealing Warlock with a Singing Spear.
(155) Avatar.
And here is the reasoning, Eldrad and Avatar are a serious issue for almost any enemy to deal with, and having 11 more guys around them only helps you. Not to mention that no-one will run (Fearless bubble), so your enemy has to kill all 11 guys before the BL stops firing. This may not appear to be a good CC unit; but believe me when I say that it can do a lot more than many players think. You also get another Scoring Unit with the Avatar, and it would sort out some of your Nid-zilla issues.
144-6 Path Finders
144-6 Path Finders
144-6 Path Finders
I don't have any issues with these guys, Unless you want to swap them for something else, which I don't think you need to.
Elites
118-6 Fire Dragons (Exarch, Dragon Breath, Crack Shot)
178-6 Harlequin (5 Harle. Kisses, Shadow Seer, Troupe Master)
Check your math, the FD's are 113pts, so there is where I got the extra point to pay for the Gaurdian Defender Squad I mentioned above (and 4pts to spare). I have never needed the Troupe Master in the Harlequin squad but others will swear by him. I would drop him and add a 6th Kiss just to save the 16pts (gives you 20pts to spare now - more on this below),
Fast Attack
65-Vyper (ELM)
65-Vyper (ELM)
60-Vyper (Scatter Laser)
I would seriously like to get a Shuri-cannon to go with the Scatter Vyper so this is one more reason that I would drop the Troupe Master. So this would put you at only 10Pts left to use.
Heavy Support
210-Falcon (Shuriken Cannon, Shuriken Cannon, HF, VE, SE, SS)
205-Falcon (Scatter Laser, Shuriken Cannon, HF, VE, SS)
With that last 10pts, I would make both Falcons with Scatter and Shuri-cannon and you list would be evened out at 1850pts again. It would give you a little better early game shooting overall, and since you said that you wanted to be a little less CC aggressive, I feel it would be better in the long run.
The Harlequin move up in Falcon number 2 and assualt in turn 2. Then they work their magic in CC, moving from target to target with H&R. The falcon then moves behind cover and attacks where needed. The DA wait for a promising infantry unit and wipe them out. The Pathfinders either pick off Harle. leaftovers or go after HQ and tough units. The Vypers stay back and shoot tanks/Infantry and wait to score in missions. Mean While, the Fire Dragons move across the board in the other Falcon with SE in turn one. Turn two, they move where needed to do same damage to tanks/tough squads. If I work it right, I could move my way with the Harles from squad to squad until im in the same general area of the DA, creating a good striking force to clean up whatever is left. Eldrad will either hang back and help the vypers and pathfinders, move up near the harlies, or go with the DA. Not sure exactly what good he is in this type of an army, maybe you can enlighten me?

Anyway, I think this is a solid list against most opponents. But, I still see trouble going against a nidzilla type army. Any Suggestions?
Anyway, your tactics would change a little, in that the Avatar and Guardians provide the Anvil as their Fortuned and advancing with Eldrad. I truely suggest that you read up on both of these figures in your Codex as their combined effects are simpy "Gross". Everything else would work pretty well the same, except that now you will have the PF's and Vypers Harrassing/pinning, and the Falcon Squads working together to take out tanks and/or infantry squads in a piecemeal manner.

Here is a little note on some tactica for you.
T-1: Falcon with FD's moves forward (possible Tank-shocking) to get into advanced possition while the Falcon with Harlies moves up as well (possibly only 12" to maintain shooting options) but just to set up for the next turn.
T-2: Falcon with FD's now moves again to get FD's into position, after they dis-embark the FD's can still shoot the intended target (with their Falcon helping if needed). Meanwhile the other Falcon dis-embarks the Harlies before moving, it then moves to get between the intended target and the rest of the enemy army (to force LD tests for anyone wishing to shoot Harlies/FD's and maybe even forcing them to move around it in order to assault). The Harlies with their Move,fleet,assault (13-18") can now strike the unit that the FD's knocked out of their tank (Landraider with Termies), or simply assault whatever intended target is at hand.

Oh and don't forget that since your "Anvil" is moving forward during this, it is possible to actually get that part of the army working concurrently (as well as your harrasing elements) so that you effectively isolate one or two of the enemy units at a time to completely distroy them.
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