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HQ - Farseer
Total - 143pts
1 11-man Squad Guardian Defenders
Total - 103pts
1 8-man Squad Dire Avengers
-Defend OR Bladestorm
1 5-man Pathfinder Squad 120
Army Total - 499pts
What do you guys think? Sorry for the rushed post (no tactics or anyhting, I'll metniont those later) but I have to go do something.
Thanks for any help, and Happy Holidays!
EDIT - Ok then, tactics. I was typing these out before when I accidentally hit back, so I'll be brief this time.
Defenders - These guys get to, and clear out objectives, then provide cover with their laser, and shoot up anyone who gets too close.
Pathfinders - Get into cover, shoot up more dangerous units and hope for pinning.
Avengers - Strike team. I'm either going to use them to a) Get clost enough to open up with Bladestorm, then fall back as a hit and run, or b)Shoot up then charge in which case I'll give them Defend. Either way, their job will be hunting down and getting rid of the Enemy's more vulnerable units - those allready softened up by the Pathfinders/Guardians' Laser.
Farseer - Ok, here's when I could use some help. I intend to stick him with either the Avengers of Guardians, and atm am leaning towards Avengers. Doom if they're in CC, Guide + Storm if they aren't
Last edited by Sarr; December 25th, 2008 at 13:38.
First off I suggest editing your post of the individual point costs. Unit totals are ok but individual costs are a big no no.
Now on your list...
The farseer has a lot going on. You will want to shave his points down by dropping the storm. This is not needed if you are sticking him with the avengers. He should use guide and doom and watch the avengers rip the enemy to shreds. This will let you take both exarch powers for the avengers and make them just that much more scary. Guide, doom, bladestorm... nothing will be left. defend and the dire sword will keep you alive in close combat. You may want to think about switching to the shimmer shield to give you the invulnerable save.
The pathfinders will be best if you sit them on an objective in cover. They will be impossible to remove until your opponent gets right up in your face. You can sit back with your farseer and avengers near them and wait for the enemy to come too close. This will allow you to guide the pathfinders while you wait for the enemy.
The guardians look good. Consider holding them back on an objective or just too far away from an objective to matter so that they can shoot their scatterlaser all game long. They can also do a slow march up the field to capture the opponent's objective. If you choose this rout you may want to have the avengers and farseer follow them and just guide the guardians until the avenger have a clear shot.
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first off, in a 500 pt game, i think you will be playing on a smaller terrain setup than normal. i would consider a 3x3 or 4x3 area, with a max of 8 in deployment. if you are new to the game, or new to the eldar, consider asking the other player if it is ok to just play without objectives, and see after 5 rounds who has the most points left (a variation on victory points). with only 500 points, there is only so much you can do, or fit into a list, and i echo the comments made by dekendo!! the farseer needs trimming, badly. also, consider the enemy you will be facing: does he play space marines? orks? tyranids? this will help a little bit on fine tuning your list. i would almost recommend nixing the guardians, and making a full squad of 10 DA's for offense, and make a 5 man squad out of DA's to sit back with the pathfinders for added protection. if you make your play area smaller, you will be able to better benefit from your 18 inch range. or, another possibility would be to make two doomseers (farseers with just doom for 75 points) and make two even squads of DA's. stick a seer with each one, and send em off on their own. give them both an ex with dual cats and bladestorm, and let your pathfinders sit back and do what they are good at: taking out the opponents expensive HQs, or weakening up an enemy. if you only bladestorm with one unit each turn, you will always have a unit to kill.
total - 502
if they complain, let em have an extra couple points. most people don't gripe over 2 points tho.
Doomseers are 80 points, not 75. They are amazing HQ's though, they're cheap and they make a huge difference in the amount of damage your army is capable of putting out.
woops! my bad! i will rework the list a little bit to make up for that mistake.
with doom, i think that you will end up doing more damage with more DA's and no EX, than with the EX and BladeStorm
9 DA's= 18 shots per round, with 36 every 2 rounds.
whereas you would have 1 6-man and 1 7-man squad with an EX and Bladestorm doing 23 every other round with the 7 man, and 20 with the 6 man.
i think that for 500 points, you arent going to get much better than this. i could be wrong tho. you could save some points, and max out the DA's by going with a doomseer with spirit stones.
so, your new total would be 436, allowing 2 more pathfinders, and an extra DA.
or, with the extra points you could make your squads have EX's. you could actually upgrade each unit to
which would do 29 shots every other round. hrm. looks like by the math you would be better off sticking with the 2 doomseers, and rollin with regular DA's. however, you DON"T have to bladestorm every round you can! you could still shoot regularly and get 20 shots a round with the EX. also, the EX has some better stats, so you get to roll his separatly and may even hit more often. another thing you could do with this list is take away bladestorm all together, and pump the extra 30 points in either making both of your DA squads 10 man, or adding guide/runes of witnessing or fortune to your farseer. so, another optionary list:
"guide/runes of witnessing"
or "add 2 more DA's" and be 6 points under
the stuff in " " are your optionary things. you need to do one and only one for the points alotment.
i hope this helps you and gives you some good insight into the eldar listmaking process. we have a lot of options, and sometimes its hard to know exactly what will work and what won't until you test it out on the field of battle. good luck, and welcome to eldar!!
Pg. 26 under wargear: spirit stones "A Farseer cannot use the same psychic power twice in the same turn" so the stones/doomseer wouldn't work.
I like mobility and flexibility in my lists so I would use something like this.
Farseer - 83
10 Dire Avengers - 120
10 Dire Avengers - 120
6 Warp Spiders - 174
-Dual Death Spinners
TOTAL - 497
Now I normally hate equipping my spiders for CC, but in a small list things have to fulfill multiple roles. By giving your Warp Spider Exarch a power weapon and withdraw, you create a 3+ save unit that can jump in and tie up a unit while your avengers back out of assault range, the last thing you want is avengers in CC, they're not very good at it. Spiders can also punch a hole in anything people can throw at you in 500 points barring a cheesy guard player who brings a Leman Russ and parks it in a corner lobbing Demolisher rounds at you. Using withdraw, you can shoot the tar out of a unit that is going to assault your avengers next turn and assault it, chances are you won't kill a lot but at the very least, it won't get to assault the avengers and you can withdraw after his/her assault phase. The singing spear is just tacked on there because I had a few points I couldn't sink anywhere else and a 12" range 2+ wounding spear is pretty good for only a few points.
Thanks a bunch for the replies, first off.
Second, sorry about the points. Copy-pasted from where I was calculating it all up and forgot to delete 'em.
Should I really get rid of the guardians? I'd kinda like to keep them in, mainly for the Scatter Laser, just to provide some support for the Avengers.
As for the Spiders I'm planing on picking up a team of those guys when scaling this up, as I'd like it to be a fairly mobile list, with just the Pathfinders/Guardians hanging back.
o, damnit, i completely forgot about that. it was REALLY LATE, and i usually take eldrad with me. my bad guys.
Heh,we're only human, we make mistakes. A lot of people seem to be taking Eldrad, so if you're use to taking him that makes perfect sense since you're used to being able to do that.
about the spear: ....especially when the farseer WILL be running with the da's for sure. maybe not attached to a group, but he will be with them, so, being able to use that nasty attack is very nice.
btw, nice list. i like the addition of the spiders. infact, i think that they go better than the pathfinders in a 500 pointer. i was just trying to stick with his initial idea, and maximize the list he already had made. u know, instead of a singing spear, it might be better to upgrade to a spinneret rifle. i know its only a one shot weapon, but it should practically kill whoever is unlucky enough to be on the receiving end, and if you deep strike them in, you could get close to his HQ rather quickly for a fast elimination!!