First Eldar Army please Help - Warhammer 40K Fantasy
 

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  1. #1
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    First Eldar Army please Help

    Well to start I have the base figures already purchased and have both groups of Dires painted so I am happy with my start. I just would like some advice for the rest of the army. The players in my area mainly play Marines, all variation off, but I will still like something more versatile as well.

    My first attempt at a 1500 point army.

    HQ Farseer - Singing Spear, Spirit Stones
    Eldar jetbike, Fortune
    Doom

    I really like this unit and it was my first conversion, just have to paint him now!!!

    Troops Dire Avengers
    9 + Exarch Bladestorm and Twin Shuriken Catapults
    Just standard

    Troops Dire Avengers
    9 + Exarch Bladestorm and Twin Shuriken Catapults
    Just standard
    Troops Rangers Pathfinders Upgrade
    Just standard
    Elites Harlequin Troupe x4 4 Harlequin's Kiss
    Shadowseer
    Troupe Master

    Elites Howling Banshee
    5 + Exarch Acrobatics, Mirror Sword, War Shout

    Elites Howling Banshee
    5 + Exarch Acrobatics, Mirror Sword, War Shout
    Fast Attack Warp Spiders
    4 + Exarch Additional Death Spinner, Withdrawl
    Powerblades
    Should I include these or not? I think they could be handy in a pinch

    Heavy Support Falcon Vector Engines
    Weapons?
    Not sure what to include or not?

    Heavy Support Falcon Vector Engines
    Weapons?
    Not sure what to include or not?
    Total as of now is 1439

    Thank you in advance for the comments please be as brutal as you can!! I want to field an army to be feared.
    Thanks

    Last edited by swiss_ork; October 28th, 2008 at 22:18. Reason: I have removed the powerweapon from the shadowseer

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  3. #2
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    Your list starts out good, but falters when we get to the elites and fast attack.

    Harlequins do not need a troupe master. I don't think the shadow seer can take a power weapon (I can be wrong, don't have my codex on me.)

    Banshees need a transport and they need to be a full unit of at least 8, 10 is better though. Give the exarchs an executioner.

    warpspiders do not need an exarch, just increase the squad size.
    Everything I have told you, even this, is a lie.

  4. #3
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    Keep the exarch for the warpspiders. The increase in BS and double the shots means he does well over twice the damage of a normal spider for less than double the cost. I would get rid of withdraw, though, because if you use them properly they won't be stuck in assault anyway.

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    Thanks for the replies so far

    Yes you are correct the Shadowseer does not have a power weapon (typo)

    My plan was to have each 6 Banshee unit to be mounted in the falcons as they have more fire power and I would have 2 units as apposed to just the 1.

    Or would it be worth while to just drop the warp spiders, increase the banshees and then turn the falcons into prisms.

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    I like the idea of the warpspider exarch, though it becomes a choice of whether you are unlucky at rolling doubles for your second jump. Also, though warpspiders shouldn't be in assault i think that withdraw can be helpful at times say against shooty armies, such as tau.

    Imo, I like fire prisms better though falcons can have a use if you wanna trasport the banshees, though i think in 5th Waveserpets are better for transport.

    ~Kranberry

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    Updated army List

    Ok I have updated my ARMY LIST and would like some more criticism.

    HQ Farseer 163 Singing Spear, Spirit Stones
    Eldar jetbike, Fortune, Doom

    Troops Dire Avengers 152
    9 + Exarch Bladestorm and Twin Shuriken Catapults

    Troops Dire Avengers 152
    9 + Exarch Bladestorm and Twin Shuriken Catapults

    Troops Rangers 120 Pathfinders Upgrade

    Elites Harlequin Troupe x4 148
    5 Harlequin's Kiss
    Shadowseer

    Elites Howling Banshee 292
    9 + Exarch Acrobatics ,Executioner, War Shout
    Mounted in Wave Serpent, Shuriken Cannons

    Fast Attack Warp Spiders 174
    5 + Exarch Additional Death Spinner, Withdraw
    Powerblades

    Heavy Support
    Fire Prism - Vector Engines 145
    Shuriken Cannon upgrade

    Fire Prism - Vector Engines 145
    Shuriken cannon upgrade

    Total - 1491

  8. #7
    Member Kranberry's Avatar
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    I like how this list is turning out, but you don't need vectored engines on the Prisms. Also, I wouldn't take the cannons on the Prisms because I think they should stay well out of the range of the enemy. Spirit stones would also be a good addition to the wave serpent as it's your only transport and it's gonna be targeted asap.

    Hope that helps and good luck using your list!

    ~Kranberry

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    good choice on the fire prisms but yea the only thing you should really put on them is spirit stones and holo fields. the rest won't and/or shouldnt be utilized anyway

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    I agree about the 'prisms extra gear. Use the extra points to increase either the spiders or the harlequins squad by a couple bodies, they both need it.
    Everything I have told you, even this, is a lie.

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    OK I think I have a final list to work with

    Thanks for all the help I think this will be the list I start out with. To me it seems very versatile. When I start using it I will post some updates.



    HQ Farseer 163 - Singing Spear, Spirit Stones, Eldar jetbike, Fortune, Doom

    Troops Dire Avengers 152
    9 + Exarch - Bladestorm and Twin Shuriken Catapults

    Troops Dire Avengers 152
    9 + Exarch - Bladestorm and Twin Shuriken Catapults

    Troops Rangers 120 - Pathfinders Upgrade

    Elites Harlequin 148 Troupe x5 - 5 Harlequin's Kiss
    Shadowseer (Harlequins Total)

    Elites Howling Banshee 302
    9 + Exarch - Acrobatics, Executioner, War Shout
    Wave Serpent - Spiritstones, Shuriken Cannons

    Fast Attack Warp Spiders 218
    7 + Exarch - Additional Death Spinner, Withdrawl, Powerblades

    Heavy Support Fire Prism x2 230

    Total is 1485

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