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Farseer - 71
guide, mind war, runes of witnessing, ghosthelm, witchblade, shuriken pistol
3 Rangers - 57 *2
12 Guardian Defenders - 146
4 Warp Spiders - 88
Exarch - 79
powerblades, surpise assault, withdraw
4 Dark Reapers - 148
Exarch - 75
eldar missile launcher, crack shot
5 Howling Banshees - 80
Exarch - 45
Wave Serpent - 155
CTM, twin linked starcannon
A small but very shooty army. Farseer casts guide on the Dark Reapers, once enemy are in range casts mind war on anyone who needs it. Warp Spiders flank and shoot down destroyers. Banshees stay in Wave Serpent which uses the ctm to move-shoot-move back behind cover, for the first few turns and once in range the Banshees counter assault. This army will out range the necrons untill they get close, then counter attack
firstly, i dont think you need mind war. most necrons have a Ld of 10, so it is not very useful.
the dark reapers seems to be a good choice. if you have points to spare, might want to increase the size. shoot those destroyers first.
in my opioin, war walker would be good. get 3 of them and give them a starcannon and scatter laser each. and cast guide on them instead, because dark reaper have a better accuracy then war walker. if you are good, u might be able to kill of a 10 men necron squad easliy
u might want to replace your warp spiders with a wraithlord instead and give i starcannon. the wraithlord could be a defensive piece for you. when the enemy come close, use the wraithlord the fight them in cc.
if you are interested, try playing alaitoc ranger craftworld, use path finders. the ranger distruption chart might also slow his army down.
As Warsmith suggested, Mind War might not be the greatest power to use against Necrons, it might be more effective to drop Mind War and just keep the Farseer in a Guide-support role.
The three Rangers are not going to do very much, no point using them against normal Necron Warriors, only conceivable targets for them would be a Tomb Spyder or any Destroyers/Heavy Destroyers. However a squad of 3 rangers is only going to inflict 1 wound (2 if you are lucky) per turn, and they still get their 3+ save (unless you roll 6's to hit, and that will only happen once every 2 turns).
The Warp Spiders are great for their mobility, and although they do have a fairly high strength weapon, the Destroyers would still get their save. If it comes down to a shooting war between Destroyers and Warp Spiders, Destroyers are going to plaster them. So as Warsmith suggests, replacing them with something else might be more advisable. If you dont want to replace them, the best place for them if you want them to kill Destroyers is in CC, let your Warp Spider Exarch do a number on them (just remember to Withdraw at the end of your opponents turn ).
I would also advise increasing the Banshees numbers, get rid of the Rangers to get 3 more banshees, the best would be the most you can pack into the Wave Serpent.
Just remember, you only have one shooting weapon in your army that is capable of denying the Necrons their We'll Be Back rule (the Missile Launcher on the Dark Reaper Exarch, and if their Lord has a Resurrection Orb, even that is ignored). Your going to kill a lot of Necrons easily with your Reapers and numerous Starcannons, but just remember they still get their WBB roll from these weapons.
Looks pretty good. Those Dark Reapers and Howling Banshees are a nasty combo that should really carve through the 'Crons.
Do you have other models available to choose from? As long as you have a Waveserpent, why don't you fill out the Banshee squad?
Anyways, I've played eldar very little in 3rd edition, and when I did, I got my a$$ handed to me on a plate--so I may not be the best person for advice.
I know this: If shuricats were 18" range (or if nobody could move and charge more than 12"--which it seems almost every army has units that can do this) then the Eldar would be a whole different army. We'll have to see what the 4th Ed codex does for them. The rumors are promising....
Purge all the heretics,
Kill the alien scum,
Suffer not the unclean to live,
And have a beer when you're done.
As everbody said, lose Mind War. You might be lucky and kill that one Warrior (Yay..) Or you might be really lucky, and wound his Lord a few times. Drop the Rangers, and get Fast Shot for your DR Exarch. The rest of the army is solid, but your Monolith killy is low.
Eldar have trouble with Monoliths, but I guess if you keep shooting at it with your Missile Launcher, you might kill it eventually.
The Witchblade probably won't make it's points back either, so you might consider dropping that to free up points. A Starcannon toting Vyper or three could really eat a Destroyer Squad alive, you might wanna look into that.
The Warp Spiders are going to do very, very little. Not only will the Necrons get their burly saves, but they'll be getting WBB saves on anything you down with the Warp Spiders. Just another thing you might want to drop. Also lose Acrobatic, it's more or less useless.
I've played against Necrons alot with Eldar, so my advice is.. Uh, worth more. Wow, no tactful way to say that. Anyways, try to kill more of them then they kill you ^^
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Wait, you mean that optimism isn't fashionable anymore?!
Lord of Smart-ass Youthimizzles.
Soup's up, bitches!
You've added up that Farseer wrong, that's 111pts.
OK revised list-
Farseer - 96
guide, runes of witnessing, ghosthelm, witchblade, shuriken pistol
5 Guardian Defenders - 90
3 Rangers - 57
4 Dark Reapers - 148
Exarch - 75
eldar missile launcher, crack shot
9 Howling Banshees - 144
Exarch - 45
Wave Serpent - 165
CTM, twin linked starcannon, spirit stone
D Cannon Platform - 50
2 Vypers - 130
starcannon, bright lance
I will only worry about the monolith if it is Deep Striked near me and then it will be in range of the D Cannon. I have found acrobatic to be very useful when attacking characters with a retinue.
No WWB rolls against banshees, D cannon and bright lance
I plan to use an army list from codex-CE once I own it and will probably collect alatoic
Righiho, Necrons are one of my more regular opponents so here we go:
You dont say what he uses in his 1000 points, and I think you would be better plaing Beil Tann than a nolla army, but generally:
Farseer is still a waste - gude on what exactly? I would give him fortune, as an IC he can join any squad, such as the banshees? re roll those saves?
Defender squad? it needs more guys, this is gonna sit back and shoot, he kills 2 and it starts taking moral checks, up the numbers some to make it more resiliant
Rangers: you arent gonna be shooting any lord unless he is a total incompetant, the only valid target for the rangers is a C'Tan, and whilst you aint got the numbers to kill it you could damage it, but I would be tempted to ditch the rangers entireley
Reapers: excelent, although I would ditch the exarch, get another squad of reapers
Banshees, One assumes (as do the other contributors) that the banshees are gonna get in the wave serpent and go dish it out, if your farseer is gonna hang with them you need to lose a banshee so they can all fit in, but actually if you can set up a decent fire base and force him to come to you, you dont need to do this, the banshees dont need a transport, they just hide out of line of sight until he gets close enough
Wave serpent: what is this trying to do? if it is a transport for the banshees it doesnt need the CTM, if it is going to use the CTM and hang at the back playing peepo (and not carry banshees) it doesnt need spirit stones
D cannon - yes with a cherry on top - insta kill, no WBB unless he got a res orb nearby
Vypers - ok, I assume the bright lance is there to poke at the monolith and any heavy Destroyers he puts up? star cannon is better at the latter.
Overall: you must try and phase him out, this is mad easier by his inclusion of a monolith, aim for the warriors, kill them in large numbers, the D cannon is fantastic for this, the reapers and star cannon are nice too, as are the banshees, you real problem is if he hides his warriors, sending wraiths and a monolith up the field, particularly if the monolith deep strikes, all of a sudden the warriors start appearing in your midst, no chance to shoot
Hence I would dimount the banshees, I may even get rid of the serpent, take more vypers with star cannon so you can hunt him down
Everything you have been told is a lie!
Haywire grenades are good against the monolith. The difficulty is needing 6s to hit, but if you hit he is hurt. They might be a good option for your banshees - I don't remember if they can take them. Vibrocannon are also good against the monolith as they auto glance any vehicle they hit. It also has a 36" range. I think one vibrocannon is better than one D-Cannon. To bad, other than VDR, you can't mount a vibrocannon on a vyper.
The fire's going out...pass me another heretic.
their is one problem about using haywaire grenades, that is you have to get close.