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Discussion Starter · #1 ·
I was talking to a friend about my new army woes. Mainly I can't decide on one! :crazy: He suggested I take a look at Eldar. Something rarely seen in my area. I rather like the pointy eared bastards when I'm not fighting them! :biggrin: Which hasn't been often.

So with that in mind I set out to make something fast, mobile, and not lacking in the shooting or assualt phase. What do you guys figure? Is this something I can use to inspire terror in the copious amounts of SM armies I see at tournaments around here?

Autarch 120 Points
- Jetbike, Mandiblasters, Power Weapon

Farseer 185 Points
- Runes of Warding, Runes of Witnessing, Spirit Stones, Jetbike
- Doom, Fortune

Warlocks (8) 406 Points
- Jetbikes, Singing Spears (2)
- Destructor (2), Embolden, Enhance

Guardian Jetbike Squadron (10) 281 Points
- Guardian Jetbikes (9), Shuriken Cannon (2)
- Warlock w/ Singing Spear, Enhance

Guardian Jetbike Squadron (10) 281 Points
- Guardian Jetbikes (9), Shuriken Cannon (2)
- Warlock w/ Singing Spear, Enhance

Guardian Jetbike Squadron (10) 271 Points
- Guardian Jetbikes (9), Shuriken Cannon (1)
- Warlock w/ Singing Spear, Enhance

Fire Prism 150 Points
- Holo-field

Fire Prism 150 Points
- Holo-field

1844/1850 Points
 

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In my opinion, it's a solid list overall, i'd just make some tweaks to it.

I disagree with the holofields on the prisms. They're a points sink, and with those points you save you can upgrade all the warlocks in the jet council that don't have powers to have destructor and give the last jetbike squad a last shuriken cannon.

I've done some testing with running singing spears in my seer council, and to be honest i find that i really don't need them. If you're in assault range, why not just assault the vehicle? The spears also make them worse in cc by taking away your extra attack.

The autarch seems out of place in this list with how you have him equipped. Sure, he's a solid cc character, but with a power weapon against a mostly marine metagame you're going to need a lot of 5+ to wound. I'd suggest either giving him a laser lance to make him devastating on the charge, or cut him completely and snag a 3rd fire prism.

Finally, i'd switch the warlock powers in the guardian squads to embolden rather than enhance. No matter how much you enhance them, they're still just guardians with S3. The last thing you want is to have your unit break and run off the board, and embolden helps tremendously with preventing that. The singing spear is a good call with these locks, as most of the time they can rove around and pop tanks and not drag the guardians with them into combat with it.

Just my 2 cents.
 

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Just my opinion, i wouldn't put halo fields on fire prisms because they have a range of 60" so they shouldn't be anywhere near the enemy which will save you 70 points. I'd also cut back on some jetbikes and put an infantry unit in, maby howling banshees or DA. But thats my opinion. Otherwise a really good choice.
 

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Contrary to other people i tihnk singing spears can be very helpful because it lets you get a attack in before the charge which is even better than the other attack durring the combat becauuuuuuse if you thin out their numbers before you charge them and their i is equal to yours you could reduce their ability to withstand your attack and pull a tie or a win, aaaaaaand also the amazing thing about them is you can now open up transports and assault them in the same turn!!! i have done this many times and gotten 2 kp a turn bc i wipe out the rhino with the spears the charge the contents that thought they were safe bc i couldnt pop their transport and assault with my warlocks. For prolonged combat spears do make you take a hit because you lose 1a per model which isnt fun but with a deathstar unit like this combat wont last to long anyway and the singing spear attack can be useful. In the end its really up to you i just wanted to present you with some reasons to maybe use the spears especially in a day and age where everyone seems to hate them.

now onto why i like holofeilds haha. well number one it makes your tank literally 3 times as durable which is amazing, and people say it increases the likely hood of weapon destroyed result and sure they are right but it only increases it by 2.7% so about 3 times out of a hundred you will lose your gun when you wouldnt have normally but however 22% of the time the holofeilds will save you when normally you would be DEAD which is never fun. another thing is with holofeilds you might want spirit stones, this is becuse eldar love flying around sooooo much and are so good at it that we should never lose that ability and while holofeilds are awesome they do really increase your likely hood of being stunned which is bad because then they can catch you and thats not very eldar. Its not too nessicary because these are long range tanks but hey outflankers will try to get you and so will deepstrikers/droppoders so moving can never hurt.

for the bike squads i would put embolden too because it will make them better objective holders which is what you want them to do. It also helps in kp so go figure whooo!

The singing spears on the guardian squads arent as useful as they are in the council however because you dont really want to open up transports and charge with guardians, if however you are taking it to maybe make you better against dreadnoughts then maybe keep them because if you fly around them a s9 on av 10 is scary and will pretty much always do damage.

You might also want to play test a lance on the autarch because those can be really good on a mounted autarch.

well im done and good luck!
 

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You misused the word literally.

Additionally, it increases the chances of a weapon destroyed. A weapon destroyed result practically destroys the whole tank.


Other points
If you're shooting at people rather than vehicles then you can fire with your pistol. Or... YOUR HEAVY FLAMER. Cutting two singing spears makes the warlocks better in hth and free's up enough points for another heavy flamer. Heavy flamers will do more damage right before you charge to anything that attacks before your initiative value ticks around than a singing spear.

Fuck Starcannons. DO NOT USE THEM. Marines in cover are more scared of Scatterlasers. Vehicles are more afraid of Scatterlasers. Infantry in general is more frightened of scatterlasers. Scatterlasers are cheaper.

Don't take Vypers. You have cooler things to field.

Field Fire Dragons. They... do beautiful things to tanks. It is awesome.
 

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Discussion Starter · #6 ·
Thanks guys! I playtested this list and it did well, but by Khorne's bloodied balls is it gonna be expensive to buy! :shok: I did however playtest using most of your ideas. My buddy helped me create a more financialy suitable list after just buying a house. :biggrin: Maybe you guys can give me some feedback on it as well. It's pretty much a gunline army with some ability to counter charge. Tanks, tanks, and more tanks! :crazy:

Put Eldrad and the Farseer in the Falcon with the Warlocks and use Guide on the Prisms, Falcon, and Vypers if need be. Put the Avengers in the Serpents. Shoot, shoot, and shoot some more until the enemy gets close enough to Bladestorm. If the Prisms lose their cannon use them as battering rams to destroy vehicles with their extra movement. Haven't tried it yet but he tells me it's a potent list.

Eldrad 210 Points

Farseer 75 Points
- Guide

Warlocks (4) 120 Points
- Embolden, Enhance

Dire Avengers (10) 152 Points
- Exarch w/ Dual Shuriken Catapults, Bladestorm

Dire Avengers (10) 152 Points
- Exarch w/ Dual Shuriken Catapults, Bladestorm

Dire Avengers (8) 128 Points
- Exarch w/ Dual Shuriken Catapults, Bladestorm

Vyper 65 Points
- Eldar Missile Launcher

Vyper 65 Points
- Eldar Missile Launcher

Vyper 65 Points
- Eldar Missile Launcher

Falcon 185 Points
- Holo-field, Spirit Stone, Eldar Missile Launcher, Shuriken Cannon

Fire Prism 130 Points
- Star Engine

Fire Prism 130 Points
- Star Engine

Wave Serpent 135 Points
- Twin-linked Bright Lance

Wave Serpent 135 Points
- Twin-linked Bright Lance

Wave Serpent 100 Points
- Shuriken Cannon

1847/1850 Points
 

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I would still drop the Vypers. You would do well to invest in a 5-6man fire dragon unit w/ a shuri-serpent. Costs you about as much as the Vypers, which arejust a poor choice over-all. If you wanna bust land-raiders in your area, Dragons are a much better choice for your buck (both figuratively and literally, as both combo's cost about the same in real world $$).

Not to mention that 2 brightlances are not going to cut it against any High AV armies or MC spam armies.

Also, I would say the Star Engines are useless on your Prisms. They really should be shooting every turn, and should be able to pick a good target with their standard 12" move.

Your serpents should have Spirit Stones. A transport that doesn't move is useless, especially if you rely on a cover save to make it almost as tough to crack as a land-raider.
 
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