Welcome to Librarium Online!
I'm a long-term FB player, who's just bought into 40K for the first time with Eldar. I've spent a bunch of money on kit, and have built the following list for a general all-round learning force.
The plan is to play a bunch of games with this army, then after a few months (once I've lost a lot and learned a lot!) I'll buy some more bits, make tweaks, etc.
Please note, suggestions for additions/changes are more than welcome, but I won't be buying any more models in the short term, so the best feedback would probably relate to changes in points spent on equipment (though suggestions for units to add later would also be good!)
- Doom; Guide; Runes of Witnessing; Spirit Stones
Warlock bodyguard (3)
- Conceal; Embolden
Dire Avengers (4 plus exarch)
- Power weapon + shimmershield
Guardian Jetbikes (3)
- Shuriken Cannon upgrade
Guardian squad (10 )
- EML heavy weapon
Fire Dragon squad (5 plus exarch)
- Firepike; Tank Hunters
Howling Banshee squad (5 plus exarch)
- Twin-linked EML
Vyper Squad (3)
- EML upgrades
Dark Reaper squad (4 plus exarch)
- EML upgrade; Fast Shot
- EML upgrade
War Walker (1)
- EML; Brightlance
I'm aware that the Guardian Jetbikes and War-Walker units are fragile, but they're there for objective capture and distraction respectively... not necessarily longevity...
Last edited by SlyEli; June 15th, 2009 at 15:59. Reason: Adding Warlock numbers
Couple of things how many warlocks do you have? Second they don't need conceal as they have an inv save that is better (unless you fight grey knights alot). I like the troops you have but feel they would do much better in larger numbers, DA's are best as a full squad unless they are being used just to sit in the transport. Bikes I like as 6 with 2 cannons and a warlock, other people use the three man unit for objective grabs but I haven't had alot of luck with it as it dies to easy. I would switch the witnessing for warding, with embolden you already get to reroll power tests so you should rarely fail and the chance to mess with enemy psykers is worth the points to me. Also if your warlock bodyguard is a large number fortune is almost a must, if it is small you might want to look into switching them out for something else and just have your farseer hide out in another group. Fire dragons often times do just fine without the exarch and his upgrades, you might want to try them as normal dragons a couple of times to see if it works for you, if it does you have some free points to spend. I like banshees is larger numbers but this is personal taste I know others like the smaller unit to try and stay in combat for a round. Maybe get stones on the serpent that way it will have a better chance of still being able to move and deliver its cargo, same for the falcon (holofields may or may not be worth it but I like them if I'm using it as a transport ). Vypers are a solid build, keep the distance and give your enemy other scarier things to shoot at and they work well as a support unit. Dark reapers i prefer the tempest launcher for the multipl blasts and guess weapon so I can shoot at anything around me. Warwalker has some pricey guns on it but it is only one so not to big of a deal.
almost forgot good choice on eldar
Ah yes - it's 3 warlocks, have edited the text accordingly.
Thanks for the ideas, have duly noted them and am working on a couple of other builds to see how they emerge!
HQ- instead if any runes, give 1 of the warlocks embolden. Drop conceal. consider singing spears, i always find them well worth their points.
Troops: I know you said you will not be buying anymore models, but really consider proxing models than to get a squad of 10 DA. They dont suck at 5, just you dont get the full potential.
Guardians- take a multishot weapon...i usually take scatter lasers.
Dont use bikes (yet) so I cant offer advice, the general concensus round here is usually need a large number, but i know y0ou wont be b uying any new models.
Elites- hes right, drop the exarch n powers for the firedragons. Then add the 2 powers for the banshees. I personally prefer the executioner. but ive seen it go both ways.
whose going in the wave serpeant? give it spirit stones please.
HS- i prefer the tempest launcher or the normal reaper launcher over the EML for a reaper squad. Either exarch power is good.
Falcon-needs holofields and spirit stones
Warwalker- save points by taking multishot weapons, also helping ensure y0ou will actually hit before your opponent mows it down.
Fast attack - its good.
Welcome to Eldar! you will have hours of fun painting stones on the models!! haha
I cast my vote against singing spears. The only place where it is ever handy to have a singing spear is on a bike or for a model attached to guardians or something that can't get drug towards a vehicle. The end result of the singing spear is that it costs you a die every turn of cc. The fact that the witchblade always allows saves means that you need as many dice in CC as humanly possible.
Since the seer councils are fleet, the spear doesn't even offer that much range anyway since moving six, running and assaulting looks a lot like moving 6 and throwing up to 12". At best, you get that attack back if you are in assault range THAT TURN, but you end up a die short for every subsequent round of combat.
It's a different stroy with the bikes, since they can get their 6" assaul more regardless of what they shot at so there is advantage there. Still though, there is a reason that the spear only costs 3 pts to upgrade.
I understand where you are coming from and agree.
For myself, my doomseer sits with banshees in a wave serpeant. when they get in combat, the farseer barely does any damage anyway compared to banshees. Now if the farseeer was with a different unit,...other that SS, i would keep the witch blade. But I like to detach him n throw at vehicle and doom a unit that the banshees will be assaulting. That way I have a chance of defeating 2 things in 1 turn as opposed to just 1. I guess it al depends on style of play, who the doomseer is with, and if hes mounted.
The warlock should have enhance that make them a nice close combat force. Fortune is also extremely usefull for a seer council even small like this one (you increase your survival a lot). Embolden is usefull also and destructor are the choice for a seer council.
Executioner is ussualy more reliable than mirrorswords for banshees (you cannot always assault a doomed target).
i find tempest launcher or missile launcher and crack shots working very well especially in the high cover that exist in 5`th edition. Both are pinning weapons also.
I find very important to have spirit stones on falcon and serpent. I need them to move each turn.
Warwalker make it a less important target putting scatter lasers on it. Bright lance on BS3 is not very reliable either. If you really want lances put them on serpent (twinlinked is way better)
Last edited by niraco; June 17th, 2009 at 10:50.
Hight elf and Craftworld Eldar army project pics heavy: linky
Ak, heresey! Detatching a toughness three model from his unit?! Personally, i need the farseer to stay alive as long as possible because my army loses a lot of its teeth without doom.
Anyway to each their own.
First problem I can see is that you have only 3 troop choices and they're all min size and very easy to kill. Capturing and holding objectives will be impossible with this list. At the very least the guardians need a concealing warlock.
Secondly, why have 3 vypers in the same squad? You have 2 open FA slots so use them. Personally I wouldn't take 3 vypers but its up to you. The easiest way to get some points back for your troop choices will be to drop one of these or the war walker.
The next big problem I see is that there are, broadly speaking, 4 units in the Eldar army which absolutely must have transports, and you have all of them (Dragons, banshees, avengers and non-biker seer council). The problem is that there are only two transports in the list. The avengers might make it ok if you had more of them (10), and assuming they were screened by the guardians, but theres no way the banshees, dragons or seer council will get where they need to be on foot.
Back on topic, my suggestions and niracos suggestions are what I would do to improve your army, also the suggestion on your small troop choice list. Ive done fairly well with dire avengers outta transpo the whole game, just run cover to cover, have guardians cover ur advances. Also most opponenets tend to shoot at your aspect warriors and tanks the whole game. that is until they are blade stormed!