Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
Most of my eldar armies up to this point have tried to do too much and have been easily exploited by armies that tend to follow a flat type of army organization (necrons, troop -heavy marine armies). Here's a completely different attempt: absolutely no CC and almost no AP.
Farseer: jetbike, spear, mindwar, fortune, stones - 158 pts
(definitely flexible, help wanted)
6 jetbikes, 2 cannons - 210
warlock with destructor (its a long shot)
3 jetbikes, 1 cannon - 126
warlock with spear and embolden
8 warp spiders w/ exarch - 208
exarch with twin spinners and withdraw
3 warwalkers w/ scatter lasers - 180
1 warwalker w/ bright lances - 90
1489 total - 11 pts wiggle room.
Thoughts are (read if interested) :
I didn't include vypers because I'm suspicious of them. They cost more than warwalkers and it seems that warp spiders can sort of do their job anyway (correct me if I'm wrong).
I'm sort of uneasy about warwalkers without guide...Should I have a farseer hang back and throw one each round (better yet Eldrad?). This might impair my mobility and leave farseer vulnerable to cc.
I need first round AT. My solution is sort of iffy at the moment (one warwalker...eh).
I'm willing to listen to arguments that I should take starcannons on the walkers...I feel they're too expensive, personally.
The rest is pretty evident: very mobile S6 weaponry.
This is my first post so I would really appreciate criticism/advice.
HQ: Hes OK. If you wanted guide he would need to stay close to the walkers so drop the bike. He needs a unit to join in 5th edition as he can be targeted now. If he goes in the larger bike unit he getr more protection
Larger bike unit needs embolden as they can easily run and the bikes means they easily get off the board.
Spiders are fine but need to get close while the rest of your army gives little support. Shining spears could be ok and give the farseer another unit to join and fortune.
scatterlaser walkers are fine but the lone guy with the big guns will never get a second shot. a wraithlord with BL (end EML if you can afford it) would do btter but needs a seer or warlock to stop him dozing off.
Quorn! - Protein for the Protein God.
Mad Cat, thanks for the reply. Some additional thoughts:
I should clarify that I am keeping 5th edition in mind. That's really why I have my farseer on a jetbike, hopefully fortuning his own squad. Also, because cover saves seem to be a pretty big deal in 5th, I really wanted to include destructor, but I can't really think of a good way to do it (you're definitely right about embolden, it's a much smarter choice, though not as fun). Shining spears, while they cost a lot of points, do fit my army, though I'm actually not too worried about my warp spiders seeing as they have hit and run. I would feel compelled to take an autarch in this case (maybe instead of a farseer), so it might snowball into a pretty big point sink. Regarding the wraithlord: that was my initial configuration, but it ties up the seer or takes an extra psyker. The walker doesn't need to survive more than one round (he's only for first turn AT, really). I actually really like how 1 man walker squads draw fire: often an enemy has to use a unit that would have otherwise been doing something more useful in order to kill it (a heavy weapons squad for example). Ultimately, though, you have exposed many of my latent fears regarding this army. I'll try and come up with a resolution (i'm liking the shining spears).
One big question: are walkers totally nerfed in 5th? I heard somewhere that they can only move and fire 1 weapon. This might mean I'm switching out warwalkers (even though they scout!!) for vypers (what a shame).