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ok I have made an army list for this campaign i have tried to go with a very shooty army as my opponants are gunna be marines,chaos,tau and eldar so i thought shooty would be best. Any commoents would be greatly appreciated.
8 dire avengers
10 guardian defenders
7 warpspider + exarch
additional death spinner
5 fire dragons + exarch
8 striking scorpions + exarch
Falcon (with normal profile)
Wraithlord (with normal profile)
2 war walkers
shuriken cannon (on both)
starcannon (on both)
that means i have room to make changes and things and any advice would be apreciated in order to make changes as im not a very experienced eldar player.
invest in the 30odd points it is to put spirit stones and holofield on the falcon. with them it'll be hard as nails.
walkers are very fragile and you've got a 24" range weapon on there. upgrade the shurican cannons to scatter lasers or starcannons. they will be a high priority target for the enemy but the damage they will do is scary.
drop spirit stones and mind war from the farseer, it's a waste of points. use him for a specific job. either jetbike and singing spear to hunt tanks or guide and ccw to make your war walkers immense.
the scorpions need a way of getting to combat, either spring for a wave serpant or buy stealth for them
the dire avengers and guardians are going to die. hardcore. are they only there to fill the troops slots? if so, drop them all and take the biel tan ruleset (aspect warrior as troops).
finally, get a brightlance in there. on the wraithlord is best.
Personally I don't like having two psychic powers on a farseer since it gets quite expensive. IMO I would give him a Witchblade, pistol, runes of witness and a supportive psychic power. Makes him more useful to the army me thinks and cheap.
Dire Avengers are ok in a vanilla army.
Consider splitting your ranger squads to ultiise multiple pinning. Since they won't kill much it's worth using them for pinning instead of kills.
Your gaurdians seem a bit lonesome, why not invest in another squad of dire avengers if you're going shuriken catapults only. Personally I would give this squad a warlock with conceal to protect them a bit more and a multi-shot support platform to give them extra punch. (Conceal + fortune can make this squad quite resiiant, though there are other better squads to give fortune. Also consider guide to help shooting)
Warp Spiders are ok except for the additional death spinner, with the new rapid fire rules paying for them make no difference unless you wanted to lay off two shots before charging, which is hardly what warp spiders are good for. Instead of surprise assault give him withdraw, this means you will be using this squad for what they do best and be able to get out of combat should they get caught in one.
Firedragons are ok, a bit fragile in such a small squad. putting them in a falcon seems like the wisest idea in this list for protection and getting them close fast, the only problem with this is that you put a support based vehical into more fire. Not a squad I would have without a wave serpant.
Your scorpians are slow! I would give them stealth so they can infiltrate into combat. They may be tough enough to withstand blows walking up the board but you don't want to spend most of the game gettting to the opponent. Also I wold give the exarch a scorpians claw instead of a biting blade and get rid of crushing blow. This will mean the squad hits as hard as any marine squad but a lot more (mandiblasters).
Like riddles says consider spirit stone and holofield, this will increase the vehicals resiliance.
Wraithlord I would give a brightlance due to it's respectable ballistic skill, so it makes it a nice brightlance carrier.
And as riddles says, give them long range weapons througout. This unit can't really take return fire so you want to do the shooting from as far away as possible.