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I'm currently building/renovate an eldar army. Since I really love the Falcon chassis and have come up with a great paint scheme for them I have tried to base my new army around them.
This is what I have come up with this far.
Farseer: Doom, Fortune, Spirit stones. 130.p (joins the scorpions)
10x Striking Scorpions: Exarch, Scorpions claw 187.p
Wave Serpent: Vectored engines, Star engines, spirit stones, Shuriken cannon, Twin linked shuriken cannons 155.p
10x Fire Dragons 160.p
Wave Serpent: Vectored engines, spirit stones, Shuriken cannon, Twin linked shuriken cannons 140.p
3x Jetbikes: 1x Shuriken Cannon 1x Warlock, Sining Spear, 124.p
5x Pathfinders 120.p
Fire Prism: Holo Field, Spirit stones. 160.p
Fire Prism: Holo Field, Spirit stones. 160.p
Falcon: pulse laser, Scatterlaser, shuriken cannon, holo-fields, spirit stones 165.p
The strategy with this army is to outmanoeuvre my opponent, picking my fights with the Scorpions and the Dragons, the rest of the army will act as a support role and give covering fire. The Farseer joins the Scorpions to give them improved armour and dooming their pray making it an incredible though unit. The dragons will sip around and kill off terminators, tanks, monsters etc.
I have absolutely no idea how this list work since I have never played with this amount of vehicles but if I get good response from you guys this might be my future army.
I've got a couple of (pretty minor) suggestions.
1) Eldar vehicles are great -- especially if you a) get first turn or b) avoid getting them all killed before you get a chance to move them. With this many tanks you might have trouble keeping them all hidden for that crucial first turn. Just a heads up.
2) 10 Fire Dragons is almost too many Fire Dragons -- nothing's going to survive that, and most squads aren't going to even be close to surviving. If you really want to put them in a vehicle, consider dropping them to six and throwing them in your Falcon. It's not ideal, but it would free up some points that you can use to buff up your guardian bike squad to a more useful number -- and you could even slap Embolden or Destructor on their Warlock to make them killier (or less cowardly).
That list looks pretty solid, and probably a lot of fun to play. I personally like the full unit of fire dragons; I think it will be handy making sure you have enough shots to utterly decimate even the toughest targets (because you certainly won't want any sort of counter attack on the dragons).
My one comment would be that the choice of Scorpians over Banshees with the Fortuning and Dooming Farseer seems a little odd to me. The Scorpians already have a decent strength and save, meaning they don't necessarily need the Farseer's help (though it would certainly help make them dead hard), where as Banshees benifit greatly from both those powers and have the additional pluses of ignoring armour saves and Fleet to help make sure they make their charge. Still, there's nothing wrong with Scorpians, so if you prefer them go for it.
Thousand Sons ~2750 points | Eldar ~1000 points
Tzeentch Daemons ~2000 points
Alright the current rules kind of screw over the farseer plus scorps thing. What I'm guessing you're trying for is to have is a unit that won't lose anybody even if the serpent crashes and that will be really hard to take without power weapons.
The problem is that currently psychic powers don't work inside of a transport. So your scorps won't have fortune when they come out. So banshees might work better for you. Doom helping to counteract their low strength. And giving you the option to fleet, which can be a big deal now that you have to move and then wait a turn before charging. (If you're new we used to be able to move 12" in the serpent, get out, and then charge immediatly).
You might want a couple cheap vypers(dual shuris maybe) to add some firepower and act as ablative armor the the serpents a little. Put them in front to force target priority or just draw fire and to block LOS if they get blown up.
EDIT: Now I really wished I knew who repped me so I can say thanks.
Last edited by Mongooseo; November 6th, 2007 at 02:02.
i am personally a big fan of scorpions over banshees. So my two cents in that debate is scewed. Scorpions are just more effective overall than banshees, and with a dooming farseer the scorpions can kill about 6-7 Meqs a turn and a unit with a worse armor save like gaurd, they can kill about 10-12. That is easily enough to push the unit away, be swept, and gone. Leaving enough time for your scorpions to run away into cover. On that note maybe get the move through cover rule on your scorps so they have somewhere to run to if their transport is not closer than the nearby terrain.
I also dont like the arbitrary pathfinders in your list, while i like them as a unit, they dont seem to work with your army here. Dropping them and your 3 man jet bike unit frees up 244pts that you can use to fill out your fast attack section with some vypers that DO compliment the speed of your list. And since you wont be short on anti tank anywhere in this list, you can get some double shuriken cannon vypers for only 60pts a piece. They spit out alot of shots for that cost. If you do get vypers make sure you keep them in seperate units so they dont all die to bolter fire in one round!
But then youd need to find troop choices again wouldnt you? lol. Maybe trim the fire dragons down, taylor your falcon to kill more MEQs (starcannon?) and let them run to gether as an elite killing, vehicle hunting duo! Also, you could consider dropping one fire prism, one should be sufficient for 1500pts.
My two cents!
Last edited by pervertdhermit; November 5th, 2007 at 22:09.
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