<2000 1500 point Eldar Tournament list - Warhammer 40K Fantasy
 

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  1. #1
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    1500 point Eldar Tournament list

    HQ

    Farseer
    + Spear
    + Stones
    + Guide
    + Doom

    Troops

    5x Rangers
    + Pathfinders

    10x Dire Avengers
    + Exarch
    + Power Weapon and Shield
    + Bladestorm
    + Defend

    10x Dire Avengers
    + Exarch
    + Power Weapon and Shield
    + Bladestorm
    + Defend

    Elites

    10x Howling Banshees
    + Exarch
    + Mirror Swords
    + Acrobatic
    + Warshout

    6x Fire Dragons

    Heavy Support

    Falcon
    + Brightlance
    + Stones
    + Holo Fields

    Transport

    3x Wave Serpent
    + T-L Bright Lances
    + Stones

    Total = 1490.

    All units are held in Wave Serpents except the Fire Dragons, who are mounted in falcon, and pathfinders who are hiding in cover for their +2 save - always at least 4+ cover save (most likely camping on an objective). Farseer to guide and doom units targeted by pathfinders as the rend on 5/6 on "to hit" rolls, and 6 as standard on "to wound" rolls. Looking to get at least 3 rending hits per turn. A total of 4 Bright lances (3 twin-linked) looking to hit at least 2 vehicles per turn, with chances to cause damage. Fire Dragons to target damage specific vehicles.

    Howling Banshees as CC unit. And Dire Avengers to claim objectives. Can blade storm + dice in hand for any large units of infantry.

    Concerned about heavier infantry, e.g. space marines. Thought about the possibility of Dark Reapers? LMK what you think please


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  3. #2
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    Comments in Blue

    Quote Originally Posted by Jackolas View Post
    HQ

    Farseer
    + Spear
    + Stones
    + Guide
    + Doom

    Perfect loadout here, consider Runes of Ward.

    Troops

    5x Rangers
    + Pathfinders

    Good. But don't quite fit in with the 'mech' feel to this list, although they are fantastic for grabbing objectives. I prefer Jetbikes.

    10x Dire Avengers
    + Exarch
    + Power Weapon and Shield
    + Bladestorm
    + Defend

    10x Dire Avengers
    + Exarch
    + Power Weapon and Shield
    + Bladestorm
    + Defend

    OK, we have our first problem. These need to stick to the Eldar philosophy of specialisation. Currently, these squads are trying to be shooters and fighters, they need to be one or the other. Consider one squad with Bladestorm and Dual Cats and the other with Defend and Power/Shimmer. I prefer the first combo and would run both like that, but its up to you.

    Elites

    10x Howling Banshees
    + Exarch
    + Mirror Swords
    + Acrobatic
    + Warshout

    Too many Banshees here, personally I don't take Eldar combat units as they are too difficult to reliable get into combat from a serpent. If you wish to use Banshees then I would recommend taking 6-7, otherwise you are going to wipeout everything in one turn whereas you need to avoid being left out in the open by dragging combat over two phases. Trust me, less is more with Banshees.

    6x Fire Dragons

    Perfect.

    Heavy Support

    Falcon
    + Brightlance
    + Stones
    + Holo Fields

    Ooo, I cringe at BL on Falcons, drop it for the Scatter Laser, make that Falcon proper Dakka, a 4+ BL is a waste, trust me. Otherwise, Perfect.


    Transport

    3x Wave Serpent
    + T-L Bright Lances
    + Stones

    Again with the BL, i prefer to use Scatter lasers, or Shuriken Cannons. If you make my suggested changes you can probably squeeze in a Fire prism, a fantastic Anti-Tank unit.

    Total = 1490.

    All units are held in Wave Serpents except the Fire Dragons, who are mounted in falcon, and pathfinders who are hiding in cover for their +2 save - always at least 4+ cover save (most likely camping on an objective). Farseer to guide and doom units targeted by pathfinders as the rend on 5/6 on "to hit" rolls, and 6 as standard on "to wound" rolls. Looking to get at least 3 rending hits per turn. A total of 4 Bright lances (3 twin-linked) looking to hit at least 2 vehicles per turn, with chances to cause damage. Fire Dragons to target damage specific vehicles.

    Howling Banshees as CC unit. And Dire Avengers to claim objectives. Can blade storm + dice in hand for any large units of infantry.

    Concerned about heavier infantry, e.g. space marines. Thought about the possibility of Dark Reapers? LMK what you think please
    Hope this helped!

  4. #3
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    Thanks for your reply.

    Consider the Dire Avengers changed. You're right. It seems silly to waste points there. I don't really like assaulting with them so why both equipping them to do so. Good point

    With regards to Banshees I often find that 6-7 isn't quite enough. Against Guard, Tau, etc... it's fine to be wounding on 4s. But Dice in your hand is much needed against Marines and other 4+ Toughness units. A whole squad of Power Weapons is too good an opportunity to pass up, I feel. Unless you can think of a better alternative CC unit? I have Harlequins, but I don't like the idea of them not having a dedicated transport, makes them too pricey. But I see what you mean about keeping them in combat.

    If I chose to take 6 Banshees would you take a Falcon instead of the Serpent? I know BS3 is an issue, but...

    Also with Fire Prism, if I can shave the points I'd rather take a Dark Reaper squad, maybe 3. I find that T-L bright lances is statistically better than hitting on 3+ with Fire Prism. I played it for a long time, and have always been disappointed with it. It also is targetted v quickly as is a big cost to add holofield etc.. when there's nothing inside it.

    I'll have a look through and re-tweak though. Thanks for your advice!

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    I'll offer a bit of counter advice. Now bear in mind you are fundamentally doing a tricky thing with your Eldar in putting short ranged units inside transports that you're upgrading to shooty. The tricky part is that if you're moving fast with your transports (especially that falcon) than you aren't going to be able to shoot and if you're shooting you may not be getting your transported units where they need to be.

    This can work well if the enemy is heading your way anyway and you're just shooting before pouncing. But if the enemy outguns you, than you can be in a lot of trouble.

    As for the DA they aren't an assault unit, in that they should only rarely charge something on their own. However where the shield/defend variety shines is in being tar and surviving. Regular DA will fold up when charged, but with their leadership, defend, and the shield they have a chance of holding when charged, allowing you to countercharge with your melee unit. I also use them to tar up dangerous units I'm about to charge with my melee unit. Since most of their unit is in base contact with the DA they must allocate their attacks to them killing fewer models than if they were hitting banshees or whatever thus turning combat in my favor.

    I'm not a fan of Banshees myself. But it seems like if you were going to take them you might want a bunch in that some combats really need that extra ooomph.

    But in both cases it seems popular to be cheap in squads in order to get more skimmers on board.

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