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12 Posts
To start off, this is my first eldar list and i have only played eldar as a allied detachment for my tau so not very much experience with the army itself. With the list I'm aiming to be able to win the new maelstrom of war missions as that is what I am playing. At first glance to win the new missions your army must a very flexible and fast list so that is what I am aiming for, speed and firepower.
On to the list!
HQ
farseer - jet bike - singing spear - runes of witnessing (I am only taking runes of witnessing if they work the same way as in 6th ed) 135
farseer - jet bike - singing spear - runes of witnessing 135
2 warlocks - jet bike - singing spear 110
TROOPS
10 dire avengers- exarch- battle fortune- wave serpent- scatter laser- shuriken cannon - holo fields 300
9 jet bikes - 3 shuriken cannons 183
9 jet bikes - 3 shuriken cannons 183
3 jet bikes - 1 shuriken cannon 61
4 jet bikes - 1 shuriken cannon 78 (i had just enough points for an extra bike)
ELITES
5 fire dragons - wave serpent -scatter laser - shuriken cannon - holo field 255
FAST ATTACK
crimson hunter - exarch 180
HEAVY SUPPORT
fire prism - shuriken cannon - holo fields - spirit stones 160
fire prism - shuriken cannon - holo fields - spirit stones 160
vaul's wrath support battery - 2 shadow weavers 60
game plan=
The 2 farseers go with the 2 unites of 9 jet bikes, zip around and claim points. One of the farseers take 1 malefic power and summons unites of pink horrors using 6 dice each time. The other farseer is my warlord and roles all 3 powers (to take advantage of psychic focus) on either divination or runes of fate please comment on which one to choose. The 2 warlocks also go with the 9 jet bikes possibly casting conceal depending on how many dice i have left.
I already went over what i am doing with the big jet bike unites so no need to repeat. The 2 small jet bike unites move and turbo boost around 48 inches each turn to grab objectives and complete my tactical objective cards. i would like to keep them alive as long as possible but its fine if they go down mid game to grab me a point.
The dire avengers and fire dragons sit back dealing damage with the wave serpents and move out late game to clear up a couple enemy unites and grab some points for that (they will move out when i get a card that says to kill x number of enemy units).
Crimson hunter provides some air protection and anti tank.
The 2 fire prisms move along my board edge taking out key targets in my enemy's deployment zone.
Finaly the 2 shadow weavers set up in the middle of my deployment zone just being a pain for my opponent, i mean for 60 points why not take 2 essentially rending small blasts.
well thats the list and game plan any ideas are welcome but please no list re-writes or SUPER negative comments, other than that all help is greatly appreciated
On to the list!
HQ
farseer - jet bike - singing spear - runes of witnessing (I am only taking runes of witnessing if they work the same way as in 6th ed) 135
farseer - jet bike - singing spear - runes of witnessing 135
2 warlocks - jet bike - singing spear 110
TROOPS
10 dire avengers- exarch- battle fortune- wave serpent- scatter laser- shuriken cannon - holo fields 300
9 jet bikes - 3 shuriken cannons 183
9 jet bikes - 3 shuriken cannons 183
3 jet bikes - 1 shuriken cannon 61
4 jet bikes - 1 shuriken cannon 78 (i had just enough points for an extra bike)
ELITES
5 fire dragons - wave serpent -scatter laser - shuriken cannon - holo field 255
FAST ATTACK
crimson hunter - exarch 180
HEAVY SUPPORT
fire prism - shuriken cannon - holo fields - spirit stones 160
fire prism - shuriken cannon - holo fields - spirit stones 160
vaul's wrath support battery - 2 shadow weavers 60
game plan=
The 2 farseers go with the 2 unites of 9 jet bikes, zip around and claim points. One of the farseers take 1 malefic power and summons unites of pink horrors using 6 dice each time. The other farseer is my warlord and roles all 3 powers (to take advantage of psychic focus) on either divination or runes of fate please comment on which one to choose. The 2 warlocks also go with the 9 jet bikes possibly casting conceal depending on how many dice i have left.
I already went over what i am doing with the big jet bike unites so no need to repeat. The 2 small jet bike unites move and turbo boost around 48 inches each turn to grab objectives and complete my tactical objective cards. i would like to keep them alive as long as possible but its fine if they go down mid game to grab me a point.
The dire avengers and fire dragons sit back dealing damage with the wave serpents and move out late game to clear up a couple enemy unites and grab some points for that (they will move out when i get a card that says to kill x number of enemy units).
Crimson hunter provides some air protection and anti tank.
The 2 fire prisms move along my board edge taking out key targets in my enemy's deployment zone.
Finaly the 2 shadow weavers set up in the middle of my deployment zone just being a pain for my opponent, i mean for 60 points why not take 2 essentially rending small blasts.
well thats the list and game plan any ideas are welcome but please no list re-writes or SUPER negative comments, other than that all help is greatly appreciated