Welcome to Librarium Online!
OK boys here you go, let me know what you think, bearing in mind that I haven't got that much leeway at the moment as I've just finished putting together my first batch of figures.
HQ – Farseer w/ Spirit Stones, Runes of Witnessing, Doom, Guide
10 Dire Avengers w/ Exarch, twin Cats, Bladestorm
6 Striking Scorpions w/ Exarch, Scorpion’s Claw, Shadowstrike
6 Howling Banshees w/ Exarch, mirrorswords, Acrobatic, War Shout
Heavy Support –
5 Dark Reapers w/ Exarch, Tempest Launcher, Crack Shot
Total Points - 1000
My thoughts -
The Banshees - I should have built the Exarch with an Executioner, and that's definitely what my squad of 10 will have. But considering I have a Doomseer, it shouldn't be too annoying having Mirrorswords instead. Warshout was just because I had 5 points knocking around.
Is it ok to have only 6-strong Combat units?
I was planning on having them forward of my ranged units in cover so that they could attack any advancing units before they reach the ranged units.
I was originally going to use a Seer Council but I didn't have enough points for the Reapers, which are absolutely vital vs MEQ.
looks good, can you take fast shot in anyway incase you come across marines out in the open 3 templates is nasty
I think that at 1000pt. two six man cc squads are fine. Maybe keep the scorpions ahead and the banshees close by as banshees are good for counter-assualt, and scorpions are good for infiltration or move through cover.
On the note of fast shot vs. crack shot... the only way I can see fitting in fast shot is to get rid of the banshee exarch's powers (as they are really useless anyways) and to try and find ten more points for the extra power. Remember you can only use one power at a time, and I think you will find crack shot more usefull, not only does it negate cover but it allows for a re-roll to wound which pairs well with your farseer, with guide.
Guide the unit and watch as you do more damage with a crack shot+guide set up then with the extra wound allowed by fast shot. I think instead you should drop acrobatic and give the scorpions shadow strike allowing them to come in from a table edge.
Just my thoughts,
*edit: mixed up exarch up grades
Last edited by tikidude92; November 14th, 2008 at 02:57.
It's Shadowstrike that lets you Outflank. Stalker just lets you move through cover.
I agree that the War Shout power is basically useless, especially against Marines, but Acrobatic?! If for some reason I get charged it will be extremely useful.
Fast shot might be useful if Marines come into the open, which is pretty likely, and especially if the squad is Doomed - that would make Crack shot utterly pointless that turn. I'll think about Fast shot. If worst comes to worst I can just take out a Dire Avenger or drop the Runes of Witnessing.
I get your point about acrobatic but with smart positioning and movement you shouldn't have a problem.
As for fast shot vs crack shot, you shouldn't need to doom a target that you are going to shoot with your dark reapers. They will usually hit them and with crack shot they will wound. Now your farseer can doom that target that your about to bladestorm or nail with your path finders. Runes of winessing are very optional as you will usually be saved by your ghelm anyways.
Hope it helps,
The army did pretty well. It's only real problem was that it was teamed up with the army it was tailored against (foot slogging marines) against Imp Guard and a Mechanized Marine army (3 Razorbacks with units inside, an HQ unit and Scouts) in a 2v2 battle.
The Dark Reapers wiiped out all but the Captain of the HQ on turn 1, with a squad of Pathfinders leaving him on 1 wound. The Pathfinders were very useful, soaking up a lot of fire but taking no casualties due to the 2+ cover save - they killed the enemy Captain on turn 2, and a few Scouts, but otherwise were fairly inneffectual due to the enemy vehicles.
I deployed my Dire Avenger unit on the left against the Imp Guard, and they were great, killing a squad a turn. Annoyingly my Exarch was killed by Mortar fire so I never did get to use Bladestorm. On the same flank my Scorpions outflanked on turn 2 wiping out the entire Imp Guard command squad.
The Howling banshees were a bit disappointing. Because the enemy were all in transports they didn't really have any chance to attack anything until my squad was down to 2 models. I charged in with 8 attacks and killed a paltry 1 Sternguard before being finished off in short order.
As expected, the Farseer was a useful asset, Dooming and Guiding all over the place, and in my next game I am going to take a Seer Council.
The real MVPs were the Striking Scorpions and the Dire Avengers. They utterly crippled the Imp Guard advance. On the right flank I was very reliant on my ally to take out the Razorbacks with his devastators and tactical squads.
So things I've taken from this. Howling Banshees are very fragile, so I'm going to take a unit of 10 from now on, and be very careful about running all over the place when all the enemies are in tanks. Dark Reapers - don't fail your leadership test, and then fail to rally. That's a Bad Idea.
But mainly, I need some dedicated anti-tank. So I bought some Fire Dragons, and I'm thinking very carefully about arming my War Walkers with dual EML instead of dual SL.
Oh, and we won.
try to keep the dark reapers in a building so they have less chance of dying
i would say take fast shot as it gives you 3 ST4 AP3 shots! and ditch warshout
Also i would give the howling banshees a waveserpent so that they can get to where they need to fast!
Alright first I'm going to admit I didnt read any of the other replies to know what others have suggested, but the things that my marine friends hate when it comes to eldar are...
Reapers (your good here)
Wraithlords (t8 kills em, but is beatable)
Fireprisms (He really hates these pups)
ranger pathfinders (once again covered, 2+ cover for the win)
Wraithguard(I always wound on a 2! take that Plauge marines!!!!)
Ideas to consider is all.