2000 point Dire Avenger list - Warhammer 40K Fantasy
 

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  1. #1
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    2000 point Dire Avenger list

    Ive been slowly developing an Eldar army, and through small games have fallen in love with Dire Avengers. I will primarily be using this army for recreational games, but want it to do well. Any suggestions would be much appreciated. Thank you.

    Farseer:
    Doom, Fortune, Spirit Stones

    Autarch:
    Power Weapon, Fusion Gun, Mandiblasters

    Fire Dragons x8
    Wave Serpent: spirit stones, shuriken cannons

    Dire Avengers x9
    Exarch: 2x Avengers, Bladestorm
    Wave Serpent: Spirit Stones, Shuriken cannons

    Dire Avengers x9
    Exarch: 2x Avengers, Bladestorm
    Wave Serpent: Spirit Stones, Shuriken cannons

    Dire Avengers x9
    Exarch: Power Weapon/Shimmer Shield, Bladestorm, Defend

    Dire Avengers x9
    Exarch: Power Weapon/Shimmer Shield, Bladestorm, Defend

    Dire Avengers x9
    Exarch: Power Weapon/Shimmer Shield, Bladestorm, Defend

    Fire Prism:
    Spirit Stones, Halo Field

    Fire Prism:
    Spirit Stones, Halo Field

    Fire Prism:
    Spirit Stones, Halo Field

    The overall strategy is to send all the Wave Serpents on one flank and unload. The DAs will take out troops while the Dragons hit tanks or heavy infantry. Meanwhile, the other squads of DAs will advance with the Autarch and Farseer under cover from the fire prisms.


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  3. #2
    Senior Member Mad Cat's Avatar
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    951 (x8)

    Swap out the autarch for an avatar. The footslogging dire avengers now become fearless and benefit from the close combat protection of the avatar to dig them out of combat. Fortune cast on an avatar makes it almost unkillable. T6 and rerollable 3+/4+ saves!

    To pay for the upgrade drop a fire prism for a wraithlord with BL. Also could drop the odd defend power from footslogging avengers as the protection of the avatar and wraithlord make up for it.
    Quorn! - Protein for the Protein God.

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    I thought about using an avatar, the only reason why i decided against it was because i was planning to fleet the DAs untill they were in range of the enmy. If this was the case, the avatar would quickly fall behind the the DAs would lose the fearless advantage.

    I guess the question is if closing the gap with the enemy quicker or being fearless will keep the most people alive. Thanks.

  5. #4
    Senior Member Mad Cat's Avatar
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    951 (x8)

    Let the Dire avengers advance beyond the avatar if they wish. If the avengers fail a morale test they will fall back into the 12" radius fearless zone and therefore rally automatically. Once the avengers reach about 16" range of the enemy they will probably want to keep that range so the avatar will quickly catch up.

    If you start your avatar say 26" from the enemy in the deployment phase with the avengers deployed nearby then you should never need to leave the avatar zone. Turn 1 the avatar advances 6" and the DAs go 6+D6". Everything is still inside the fearless area. Turn 2 the avengers advance 6" anf fire and the avatar keeps pace. :happy:
    Quorn! - Protein for the Protein God.

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    i have 2 suggestions, both small changes:

    1) drop the two extra avenger catas off the exarchs and get rid of all the defend powers. defend isnt worth the points really. also drop the autarch and add the avatar.

    2)drop one of the fire dragons, all the defend powers, and the autarch and replace them with the avatar and add runes of witnessing to your farseer.

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    Thank you Mad Cat, that makes perfect sense to me. Avatar it is then.

  8. #7
    The Fallen Cheredanine's Avatar
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    411 (x8)

    yeah madcats suggestion makes a lot of sense (rep mate)

    To Eldarkeg:
    what Dwalker is doing is using defend and shimmershield to turn his foot slogging units into tar pits shoudl assault elements reach him, the combination of the pretty much halves the effectiveness of assault units meaning combats takes twice as long and attrition takes its toll on them and they dont decimate armies, add the avatar into the mix and he can help in assaults. that is why defend is effective

    Wouldnt touch it beyind madcats suggestion
    Everything you have been told is a lie!


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    Yeah, thats the plan, seeming as the only close combat i would have is the avatar.

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    If I'm in the wrong forum, apologies but I need an eldar rules clarification re: the defend ability.

    Does defend remove 1A total (like fleshhooks) or one each round?

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