| | #1 (permalink) |
| Junior Member Join Date: Jul 2007 Location: Leeds, UK
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Im fairly new to 40k and slowly trying to pick up the rules. Anyhow got a big weekend comming up and its going to be my first try at 40k agaist other people then my mate. Though to make it a bit more interesting i do need to make my curret 500p army up to 1000. Eventualy upgrading again too 1500. Im going with the Ulthwe colours, but dont realy get anything esle about the craftworld. Any special rules for it? This is my current 500p army Farseer: 83 singing spear, doom 9 Dire Avengers: 162 1 Excarch - shimmer shield, pow weapon, defend 10 Guardians: 110 Bright lance Wraithlord: 140 Bright lance, Wraithsword Total 495 So, can anyone recommend some nice upgrades for me? I will mostly be playing my mate whos uses Dark Angels. So anything that will help me spank him would rock, thanks |
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| | #2 (permalink) |
| Son of LO ![]() Join Date: Aug 2005 Location: Australian. Capital. Territory Age: 18
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Ok remember that bright lances are only better than missile launchers against AV13-14. You know the people in your area better than me but I know I often prefer to save the points and go for missile launchers. 1 Bright Lance per 750 points is my rule of thumb but hey, you need to make up your own rule there. Guardians are better with a heavy weapons platform with multiple shots. Usually a scatter laser for smaller guardian squads (hang back and shoot a bit) and a shuriken cannon for large squads (all hell across the board). Conceal Warlocks are also great for them. Your dire avengers are fine except for 1 thing. Every single avenger squad should always have bladestorm, its what makes them. I hate doomseers but thats just me. Mind War all the way. Doom does help your army a lot I guess due to the mass of shuriken catapults. Going to 1000 you have to make an important decision. Do you want to go mechanised or not. Mechanised will involve buying wave serpents for what you already have and more aspect warriors in wave serpents. Then either a falcon or fire prism (or 2). If you don't like the idea of mechanised though I'd say add either some infiltrating scorpions OR some harlequins. A 5 man squad of pathfinders. Another Wraithlord and either some warp spiders or swooping hawks. The idea behind this is to simply shoot the enemy to death whilst they can't catch you. If they do get into cc then its with scorpions or harlequins and not a more fragile unit. In the old codex Ulthwe had special rules but not anymore, generally all they are now is a colour scheme and a style of play (Ulthwe tends to be more of a foot swarm eldar). Our anti-marine weaponry is now really our aspect warriors and our harlequins. Don't look to the starcannons like we used to. If you want to mow through tactical marines quickly simply charge them with any of our cc specialists (we should win) or don't let them get close, i.e. rapid-fire range. At the end of the day the additions I suggested are just there to show a more powerful list. It's up to you to decide which units you like and what you want to buy. You must choose between mechanised or balanced though.
__________________ Check out my Codex: Farmyard Animals here! If anyone wants any kind of help writing fluff for any kind of GW army just ask. Fluffmaster Anzac Clan |
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| | #3 (permalink) |
| The Demagogue ![]() |
__________________ "War does not determine who is right - only who is left" Bertrand Russell We bring only death, and leave only carrion. It is a message even a Human can understand. W/D/L Eldar: 3-3-1 Last edited by Amishcellphone; July 15th, 2007 at 08:41. |
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| | #4 (permalink) |
| Member Join Date: Jul 2007 Location: Canada Baby Age: 16
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Hmm I can't say i completely Agree with Amishcellphone on this one ( lol ) As far as the farseer goes its kinda bad setup. I only use Doom on banshees due to there low strenght and if your going to us asinging spear I would mount him on a jetbike. But then again i always mount the farseer on a jetbike ( i swear by it ) So u don't have to listen to me. If u want to add some CC Dudes i would go with a tooled out squad of banshees with a wave serpent. that way u can really get use out of doom and u'll be able to destroy and tac or termie squad quit succesfully. As of the Wriathlord i'd drop the Wraithsword, waste of points. And if you have and points left over ( its late i don't feel like doing math ) Add some Pathfinders or for your 1500 list maybe some Warp Spidars. Toy with my idea's if u want. <
__________________ ''Quality Over Quantity'' |
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| | #5 (permalink) |
| Burning at the Touch Join Date: Jul 2007 Location: Maine-South Carolina Age: 24
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I agree with meatshield on the farseer, I'd go Guide, (maybe Fortune), and Eldritch Storm with Spirit Stones. If you fight 'Nids in a low point game, they can be a real headache. Stick him with the unit of Guardians (so the Dires keep their defend). Your setup seems to be geared towards armored, any particular reason? I would definitely got missiles launchers as they are a great two tier weapon. As for upgrades, if you keep Doom, Banshees and Wave serpant. Another squad of Guardians, small of course equip with a missile launcher. Choice is up to you really, if I were you, throw out ideas and we can help shape them the best to our knowledge. |
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| | #7 (permalink) |
| The Demagogue ![]() |
I hate to reiterate a question previously posted, but since you havent said anything about it I supposed it needs its own post. Eldar 1000 pt lists basically break down into 2 archetypes: Mechanized Foot slogging Mechanized armies rely on a high number of transports and other units that move over 6". Examples of this in the Eldar army are: any unit that can use a wave serpent, swooping hawks, jetbikes, vypers, falcons, prism cannons farseer on a jetbike, autarch on a jetbike, shining spears, warp spiders. The advantage of this style of army is that it's so highly mobile that you can weave over or through terrain and take the fight right to the enemy on your terms, not theirs. This is a huge advantage. It's also useful for claiming table quarters or loot counters since on the last turn you can pretty much contest the whole board with all of your units. Footslogging armies rely on some beefy units to absorb fire, while many static firing platforms unleash a torrent of fire taking out the enemies strongest units first and then picking off the remains. Examples of this in the Eldar army are: Guardians, pathfinders, warwalkers, dark reapers, wraithlords, the avatar, farseer with fortune, guide and spirit stones. The advantage of this kind of army is that you present your opponent with several large targets, such as the avatar or wraithlords, and rush them towards the enemy. Meanwhile your static firing platforms are allowed to fire unmolested for a few turns hopefully turning your opponent's main threats into dust. These are the two basic archetypes of the eldar army, but this does not mean you have to play like this, these are just starting points, where you go from here is up to you.
__________________ "War does not determine who is right - only who is left" Bertrand Russell We bring only death, and leave only carrion. It is a message even a Human can understand. W/D/L Eldar: 3-3-1 Last edited by Amishcellphone; July 15th, 2007 at 19:22. |
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| | #8 (permalink) |
| Junior Member Join Date: Jul 2007 Location: Leeds, UK
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Basicaly im after a nice rounded force capable of holding its own. Some nice speedy troups for taking boards and flanking ect. I played dark elf in WFB, and this is my first 40k army. I love the speed of the elves it seams i would be after a fast moving army. With some nice close combat foot troops. Im up for a total rewrite if it must. Also trying to build in 500p batches. So idealy the army would be able to grow. Thanks for all the input so far guys ![]() edit: Just a reminder i'll be up against deathwings mostly, so anything that splats marines is good :p Last edited by Soulshade; July 17th, 2007 at 18:09. |
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