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After looking through the codex, and hearing other people's thoughts, this is my 1000pt army list for eldar. Although i am new to playing with eldar, so it would be nice to hear your thoughts...thanks for your time.
HQfarseer - 170 points
runes of witnessing
unit of 10 striking scorpions - 182 points
including exarch with chainsabres and stalker
wave serpent* - 150 points
twin linked eldar missile lauchers
unit of 16 guardians - 153 points
including heavy weapons team with a starcannon
unit of 10 dire avengers - 162 points
including an exarch with a power weapon, shimmershield and bladestorm
Squadron of 3 war walkers - 180 points
each with two scatter lasers
(*I was planning to put my striking scorpions into the wave serpent.)total points - 997
Signed Sealed Saint
Fortius Quo Fidelius
Personally i would keep the Scorpions in the Serpent, but get spirit stones!, but i agree with St. Kilda on the Farseer, i run mine with that build but hes specialised for my seer council, and mines only 155 I would probably keep him back with your walkers, and give him guide. That frees up 95 points. With those 95 points you can:
Buy a Scorpions Claw
Buy Spirit Stones
That will leave you some points with which you can do what you will. Maybe you could get a cheap vyper?
Thats all from me for now, bye!
Thanks for the advice, to be honest I was shocked that you'd opt for a scorpion claw- being that they lose their advantage of high initiative...fair enough though.
farseer - 78 points
and getting defend, treating myself to some BL on the war walker sounds good.
One more question- is crew shaken the vehicle can't move for a turn, and crew stunned can't shoot for a turn? (I wasn't sure about the vehicle charts) Thanks for the help, can't wait to get everything ready to go.
Crew shaken: Vehicle can't shoot for a turn.
Crew stunned: Vehicle can't move or shoot for a turn.
Given the degree to which Eldar vehicles rely on moving every turn (the skimmer moving fast rule) for survivability, Spirit Stones are an excellent investment. Indispensable, really.
As for your list, the others have hit on the main points. I wouldn't worry overmuch about your wavserpent being shot down in a 1000 point game -- it'll happen eventually, for sure, but probably not right away.
One word on the scorpions in the WS though. Given that scorpions can't fleet, you're going to have to get your serpent really close to the scorpions' target in order to get a successful charge off. You might be better off infiltrating the scorpions and putting the Dire Avengers in the serpent. That way the serpent can move 12", dump the Avengers, and bladestorm can do its messy work.
Consider, also, replacing your guardian squad with a second group of Dire avengers (maybe with 2x shuricats and bladestorm on the exarch). Ten Avengers tend to outperform even 16 guardians. The extra range and better ballistic skill much more than offsets the lack of a heavy weapons platform. Throw in bladestorm (and/or a shimmershield & defend) and it's not even close.
Anyway, good luck with the army.
Thanks for the advice, but what about war walkers- wouldn't it be better to shoot than move with them?
Pike -- it'd definitely be better to preserve the ability to shoot for your walkers. Unfortunately, there's no upgrade available to walkers that allows them to shoot but not move when stunned.
The best you can do is try to take advantage of your movement and hide them behind cover. On a turn when you don't need line of sight to your opponent, you should try to deny your opponent line of sight to you.
Guys i dont know how many times i have to say this Lots of vehicles > A few vehicles < No vehicles (Also Cricket > no matter how many vehicles you have), having 1 wave serpent is just asking to die. Stones are a must have, I just sorta assumed that you had it.......
Signed Sealed Saint
Fortius Quo Fidelius
If you can make it work for you - which isn't too hard especially in a footslogging list - one vehicle like a serpent or preferably a falcon can be quite effective, especially if you deploy behind terrain with the squad already embarked and make your 24" fast skimmer move to another piece of terrain.
You should really only be using it to a) get a squad up close in no time at all and b) (and this one is secondary) maybe take a pot shot at a tank with them.
As for the farseer - yeah he is way too pricey. Drop runes of witnessing - they actually increase the chances of rolling a Perils of the Warp and I would also drop spirit stones and the second power. Personally I run my farseer with guide and that is it. They don't have to be expensive to be effective.
I also agree with the other posters - drop the guardians for a Dire Avenger squad and an Exarch with 2 shuricats and bladestorm.