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!
Farseer, Doom, -80
Farseer, Doom, Fortune, Spirit Stones, Runes of Warding, Singing Spear, Jetbike -178
5x Fire Dragons -80
Wave Serpent, Twin-linked Shuriken Cannon, Shuriken Cannon, Spirit Stones, Star Engines -135
10x Dire Avengers, Exarch, Bladestorm, 2x Catapults -152
Wave Serpent, Twin-linked Scatter Laser, Shuriken Catapults, Spirit Stones, Star Engines -140
10x Dire Avengers, Exarch, Bladestrom, 2x Catapults -152
Wave Serpent, Twin-linked Bright Lances, Shuriken Catapults, Spirit Stones, Star Engines
12x Jetbikes, 4x Shuriken Cannon + Warlock, Conceal, Singing Spear (Farseer goes here) - 367
5x Pathfinders -120
Fire Prism, Spirit Stones, Star Engines -140
Fire Prism, Spirit Stones, Star Engines -140
Plan: Prisms sit back usually one out of LOS but able 2 see the other so they can link the shots. Pathfinders sit on objective and put those last 1 or 2 wounds on Daemon Princes etc. Jetbikes with conceal, a 3+ save, and 3+ cover if turbo-boosting combined with fortune should be very resilient. They can tank hunt with the 2x singing spear or drop in 12 inches from a unit, doom it, shoot the crap out of it and pop back 6 inches. They also can flank and fire their shuriken cannons into the sides of predators, rhinos, vindicators etc. Fire Dragons for Land Raiders etc. All the vehicles have SS and Star Engines so they can make 36 inch last turn dashes for objectives to contest or hold if they are holding the Dire Avengers. Dire Avengers disembark combined wiht the footseers doom and dominate a tac squad stranded from the main army. Thoughts? comment on serp setups?
"I did my first model at the age of 7"
Wow. When I first read that I misinterpreted it. Bad.
I don't think that the star engines on the fire prisms are particularly useful, while the thought of crashing objectives is nice, the points you're spending there is almost a unit of jet bikes worth for something that is probably only going to get used once in a game. The fire prisms still move 24" with out em and they can still move 12" and shoot, if the plan is to get em to the objective as soon as possible just move em 12" the turn before.
The other thing I noticed about your list is that there is only 3 or four shots of anti tank each turn.
With the points saved in engines you can easily buy ELM's for all of the transports.
Also the pathfinders seem very out of place in an army that is so very highly mobile. I've had pretty bad luck with pathfinders on objectives too, usually their place is by objectives, cause whatever unit it is of the opponents that is headed towards the objective will invariably be able to beat them in an assault, but if they are in a place where they are watching the objective the opponent just has to sit and take the fire, or better yet, leave the objective to clean the rangers out.
I'm not usually a fan of singing spears cause to get your 3+ cover save you won't be shooting, and if the 24" + 12 + 6 the next turn doesn't put you close enough to assault the vehicle something went pretty wrong. Although i can see why with guardians you would prefer to keep at range and not have to assault. Maybe consider splitting the jet bikes into two groups of six, that way there is a little bit more abilitiy to tank hunt more than one target, i understand that this costs you being able to fortune the entire squad, but it definately lets you have a little bit better chances of getting away if one of the enemy units manages to get into close combat with you. Not to mention the awesomeness of being able to be at two places at once. Even with the 3+ save, guardian jet bikes are pretty lousy in close combat and at best are a tar pit, at worst a point donation. With both the warlock and the farseer using spears this costs you two dice in CC and if you get charged (because you definately want to keep em out of combat) it means only two models will be throwing a single die each of anything above WS 3 or strength 3. Now granted the jet bikes should be mobile enough to avoid getting into close combat and if you bought enhance instead of conceal you get WS 4 and little bit of a better chance of surviving CC, but its optomistic to think that you will be able to keep 12 fairly large models 18" away from all CC units, especially if there are orc trucks or guants on the board. Also you don't have any close combat troops at all. Again i realize that you are mech eldar and very mobile, but I'm always afraid of getting stuck.
Personally i like a falcon to escort my fire dragons since i only ever take six at the most. This way i get more fire power and i usually give it holofields and make it even more survivable, ensuring that what ever tank that needs popping gets popped, but that's just a matter of preferance.
anyway, my two cents, hope it helps
The upgrades to the Prisms don't seem worth it. You have enough fast stuff that they won't need the extra speed. The stones don't really seem to matter much either for similar reasons.
Why the Shuriken Cannon on the Fire Dragon Serpent? If it's moving fast, it won't likely get to fire that weapon, so it seems like wasted points.
The pathfinders really seem out of place. I know they are resilient, but in a list like this, their immobility will be a liability.
I would suggest dropping the Prism upgrades, Pathfinders and chin Shuriken Cannon. Then use the points to give both Avenger Serpents Bright Lances. Give the Dragon's Serpent a Scatter Laser. Then I would suggest breaking the Jetbikes into two groups of 6. Get another Warlock for them and give him Embolden to make sure that they won't be running. Any leftover points could go towards adding a few more Fire Dragons.
I think that would make a much better and more flexible list.
Eldar Record: 11-8-3
Battle reports, painting and more at Meandering the Dune Sea