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So far, I have only been playing my boyfriend, and we have just started playing 1000 point games. I am still learning what makes a good army list, so he helped me build this, and I wanted to get opinions on how effective it will be.
My main goal is to effectively use Harlequins. They are the reason I wanted to play Eldar, so they are non negotiable. How should they be used? Is this list balanced?
Total - 998
Farseer w/ Fortune, Guide, Spirit Stones
Retinue: 4 Warlocks, 2 Shining Spears
Wave Serpent w/ TL Shuriken-Cannon
Harlequin w/ Pistol + Kiss x4
Harlequin w/ Fusion Pistol + Kiss x2
Trouple Master w/ Pistol + Kiss
Death Jester w/ Shrieker Cannon
Shadowseer w/ Kiss
10 Dire Avengers, Exarch w/ Dual Shurikens, Bladestorm
9 Dire Avengers, Exarch w/ Dual Shurikens, Bladestorm
Dark Reaper x3
Last edited by starstarstarry; October 2nd, 2009 at 18:10.
Try and get some warlock powers and mayb max out th avenger squad. mayb drop the reapers as are really easily killed and point consuming. You could run the waveserpent up along side the haarlequins, fortuning them to re-roll their cover if you place the wave serpent in front of them. this is not necessarily a problem, but your army is really reliant on 2 really easily killed units, reapers and harlequins.
Just so I know, What army does he collect?
When faced by an army of awesomness, RUN.
Adding Rep is always nice for everyone!
I already have the Reaper figures (five). I'd like to use them if possible. Is there a way to make them more practical, possibly by using a transport, or a higher number?
Also, he is building a Black Templar army. Keep in mind, though, that we have a local gaming store, so I/ll need to build a multi-purpose list...not once custom built to face one army.
Last edited by starstarstarry; October 2nd, 2009 at 23:07.
I am reasonably new to eldar 2, but when I originally started I save the reapers and fell in awe, and realise now, they need to be stratigised well with, a fortune seer does well, or maugan ra, giving them a reasonable CC force, yet this is all quite expensive and so would reserve them for a larger game.
Or just use 2 lists, one w/ them, one w/out. Remember thou, Black Templars consolodate towards you when you wound them, making non CC units even more critical to defend.
I would drop the warlocks then, stick the wave serpent on the DA's, but not deploy them in it, first turn put he harlies in w/ the seer, and turbo boost forwards.
Just about you guide, It only Guides shooting, so grab doom, for 5 points more, and thats shooting and CC, until your next turn, so much more useful.
w/ the exra 108 points, I would grab a fortune/guide seer for the reapers, they not need guide thou,
When faced by an army of awesomness, RUN.
Adding Rep is always nice for everyone!
harliquins are really hard to play with they have a low save so they die quickly and based on that they need to be into the combat quickly and out of the combat quickly, for that it would be best to stick one of your DA squads into a transport to be a support for your clowns i'd personally also drop the seer council, upgrade the wave serpent to having EML/stones (for the DA squad) and stick the farseer next to the harliquins fortuning them constantly and stick doom onto the enemy (instead of having guide).
the idea is to use your DA squads to tie things up quickly (also consider using guardians in a wave serpent) with the harliquins dealing the damage to finish the combat.
in this list dark reapers are vunerable, with an eldar missle launcher on an exarch they might serve a purpose but i'd personally drop the Dark reapers to field another wave serpent (with the EML/stones).
as far as the clowns go if you need to cut down on points demote the troupe master, if things are still tight drop the death jester (only if you really can't drop points else where without gimping yourself). the logic behind this is that it costs alot to upgrade to a troupe master for minimal stat boost and the death jester can be effective against some opponents with the pinning factor but it's shakey and last resort at best for avoiding damage.
finding your style with this force is going to take alot of trial and error so i'd also recomend "proxying" the list before buying the models, seeing as you mainly play you boyfriend just grab some spare models from your collections and say "that land raider is now a wave serpent for this game" ect. so you can test the basic results without blowing up your budget.
for now that's all i can type, sorry if it's a little badly written as it's getting reasonably late where i am and i hope my 2 cents gives you some ideas to go on.
I feel the small warlock unit is not going to pull its weight drop it to save some points to spend else where. Doom over guide is good advice in most cases as others have noted. nice sized harlie troupe I like my leader with the power weapon as he is str 4 on the charge and some hits that I know will ignore armor are nice. Troops could use some transports as they only have a 18" range gun. Dark reapers are a hard sell but can work ok in a fire base.
Trying to keep the core of the list I would recommend dropping the warlocks then putting the farseer and one of the DA squads in the transport ( getting stones and maybe a better weapon on it also ). Switching out the second DA squad for some ranger/pathfinders to build a mini firebase with your reapers. Then use the harlies as a counter charge protector unit for the firebase. It would leave you with around 100 points to add something to your attacking unit. Maybe some outflanking scorpions or warpspiders.
I bought the harlequins as soon as they came out coz they r just awesome. My advice would probably be go to see your hobby manager for some advice on using them. As mentioned above, you should drop the seer squad and replace them with another wave serpert for harlequins. They are easily killable if they are not quickly in a combat so use fleet whenever possible.
I have used harlequins in 35 out of my 45 eldar games, and 29 of them i have draw or won thanks to the harlequins.
My final advice would be to often play with the harlequins to find a quick way of getting them into combat with minimal fuss and casulties. Use terrain and cover to your advantage.
Personally these would be the changes i would do:
- remove guide from the farseer and replace it with doom
- remove the warlocks and wave serpent
- move the farseer to the harlequin squad
- remove the fusion pistols for shuriken pistols, deathjester and change the troupe master kiss to a power weapon (reason i'd get rid of the deathjester is because you want to keep on fleeting until you get to hand to hand, instead of slowing down the whole unit for a couple of long range pot shots. I'd remove the fusion pistols because i'm always extremely sceptical about having guns for CC units. Last thing you need is to be in charging range, shoot, kill some of them, and then suddenly not be in charging range anymore. And for the troupe master, a power weapon which ignores armour saves on any wounded roll is better than ignoring armour only on 6's from the kiss)
- give each dire avenger squad a wave serpent with eml's and stones. (will give you the mobility to assist your harle's if need be, and capture or contest objectives)
- remove dark reapers and replace them with a wratihlord +wraithsword +shuriken cannon (in low point games i find it very hard to get the points back on dark reapers, especially with the cover save rules on the 5th ed. In larger point games a squad of 5 with an exarch +tempest launcher +fast shot is very fun to use. "3 shots, ordance barrage, AP3, thank you very much ")
Tactically i added the wraithlord to be near the harle squad (the farseer and shadowseer will save you from having to roll for wraithsight every turn). Run them across the field, but try and keep the wraithlord in cover from any AP3, or better weaponary, while also being within 6 inches of the farseer or shadowseer. Fortune the wraithlord every turn, until you feel your opponent has a good chance to pass the veil of tears test, and then fortune the harle's. Charge the fortuned harle's into a squad (which you would have doomed that turn), and use the CC wraithlord to either add support, or bog down another squad that might be near them (that way once your harle's have done wiping out their squad, they won't get gunned down by a unit that might be next to the CC)
You'd probably also have some points spare too (haven't calculated, so not sure) That's some of the stuff i would do though, hope it helps
Last edited by Anarkhia666; October 23rd, 2009 at 10:58.
As one of those who has had success with Dark Reapers, I would go with a Tempest Launcher on a Reaper Exarch with either Fast Shot or Crack Shot depending on amount of cover available. They do need support in case of closing enemy though, so my suggestion is putting them near an objective, using a DA squad to hold the objective and counter any CC unit trying to get near them.
If you are going the CC route, getting the Avatar would be a big help. Eldar units in the open and near him may lose models, but won't break, which is very useful in Objective missions. Also, to some degree, for Kill Point missions, as removing entire squads becomes a hassle for the enemy. In this case, Harlies become a fast running unit that can draw fire from a slower moving CC force with the Avatar in it's center.
So, to sum up, try removing the Warlocks, move the Serpent to one of the DA squads. Get a Reaper Exarch with Tempest Launcher or EML, and Fast Shot. And get an Avatar.
As for the harlies themselves, removing the Fusion Pistols and Death Jester is good advice, You do want to fleet and not shoot, which is opposite of a Death Jester's Role. Swapping the Troupe Masters Kiss to a Power Weapon is also better in my mind, but thats just preference I think.
Also, an EML or Scatter Lasers on the Serpent would be better.
Arvan'drynn Craftworld - 15,000pts (deceased)
Tau - 2,000 points (atomized while on patrol)