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Okay here we go.
Runes of Witnessing
Runes of Witnessing
Runes of Warding
CCWs and Shuriken Pistols
Black Guardian Storm Squad (20)
2x Fusion Guns
Black Guardian Defender Squad (20)
Guardian Defender Squad (10)
Warp Spiders (10)
Additional Death Spinner
Striking Scorpions (10)
Plasma and Haywire Grenades
Howling Banshees (10)
Fire Prism 115pts
Okay, this is my first serious list so I figure there are some serious road bumps. I intend to use these this coming sunday, so any help would be very helpful...for lack of a better word.
This is my first list, if anyone would care to take a look. REP to those who help out. Please and thank you. I think it needs help pretty badly.:cry:
1] This is just me but the exarchs in my game seem to do nothing. Their stats seem to be always brought down by the squad stats. Seems a waste of points to me.
2] get rid of Prism and change it for a Falcon if you can. Prisms are a waste of points.
Else nice list.
You're not the first person to tell me to lose the Prism.
It shall be done.
The runes of Witnessing on your Farseers is more likely to get them a "Perils of the Warp" outcome than to help them. They already are unlikely to miss a psychic test with their Ld.
As for Exarchs, some have good uses.
The Scorpions Stealth is good. The Executioner on the Banshee is good. It can't take both the Exec. and the Power blades, so ditching the blades would be a good idea. The added Death Spinner on the Warp Spider can go, and replace it with Withdraw. This will keep them for getting stuck in CC. Also, try to bring down the number of Spiders to around 6-7 so they can take good advantage of cover.
OK, for fluffiness, you should think about which Aspects are really crucial to your army and ditch the rest. I know you can have as many Aspect units as Guardian units, but this is a bit much.
I've not had enough experience with the Prism my comments are from a numbers approach. The BS on it isn't up to par. Guiding isn't worth it cause the whole council would be stuck in the rear. A falcon would be a much better bet since you get so many more shots per turn, and it can act as a transport.
The council should really be up front, as they are versatile and tough as nails. Not a lot of Damage output, but still good for slowing up your enemies plans.
Drop the avatar. The seer council is expensive enough, and the avatar isn't even shooty. Unless on a small board, he probably won't make it to combat.
The 10 man guardian unit will get torn to pieces in a single hail of firing. Nix them. The other BG Defender squad would be better served by the warlock if he has conceal. The BG Storm squad is huge I like it somewhat, but they probably dont need fusion guns. Give them flamers. The only way I could see them getting to the enemy now though, is under cover of Wraith Lords. That will give you more flame templates when you get there.
Also don't forget the trusty old Vypers. Though not strong, they can annoy your oppenent to no end.
I don't know if you have played Eldar before, but you should try to figure out how you expect to win with an Eldar army, and build around that idea.
To be completely honest, I've played Eldar once. Last Sunday, and I was decimated by Templars. So all help is needed. I came from Marines into Eldar so the playing style is incredibly different. Especially the armor.
What do you think of Fire Dragons and Dark Reapers?
I have fire dragons, but do not use them most of the time. They can kill things pretty quick, but usually are left hangin out i the open. They don't stand up to incoming fire or assault very well.
Don't own reapers.
With Ulthwe being extremly shooty, I think the best Aspects to look at are Scorpions or Warp Spiders. Both allow you to get closer to the enemy and hammer away on them. Though you need to tool the Exarchs for either squad. Scorpions excel beyond belief in the assault phase, while warp spiders can port in, rapid fire, and port out. A great unit for harrassment of a flank, and softening up targets for other to assault.
From what I know of Space marines they do all things OK and none great. Eldar have the units that excel at their own thing, and are piss poor at the rest. Only Wraith units or Seer Councils really function in an "all-around" role.
But... All of these units will cost you out the nose points-wise. Other disabilities are The Wraithguard and seer council need a transport to move quickly like an all-round unit should. The Wraithlord is like 3 levels tall, so no real cover for him. Think all of all of these as good "meat-sheilds" for the rest of your army as they take amazing amounts of fire rather well.
Hmm... Guardian Defender squads are not Tac-Squads and you shouldn't run just ten by themselves. The smallest guardian squad I will run has ten, plus the two from the Heavy platform. Usually a Star Cannon on the platform. I would certainly take a Warlock with conceal for them also, because most things will negate any armor save you were hoping for. Right now I don't run a warlock on them, but I do have a Wraithlord that stays in front of them.
In my 2000 pt army, I use a Storm Guardian Squad in a Wave Serpent. They have two flamers and Warlock with Destructor. They are not meant as a primary assault though. I just wanted to burn things. I'm looking at building a Cityfight army though, which has lots of Storm Guardians in it. Have to wait and see how it goes.
The best way I've found to look at it, is read the rules and stats for each unit. Figure out what it will work good against. Also read what other more experienced people have written about them. Once you have recognized their purpose you will see that the units are REALLY good at what they do. ( Minus Avengers and Hawks )Now, unlike marines, don't think too much on what else it can do besides the primary function. Trust me, it will probably take twice the number to that second thing, and they still may not do it very well. This excludes the Wraith's and Council who are ok at a few different things.
When you start outfitting your army by the function of each unit and how it supports the failings of other untis, then you are building a balanced, and competitive, Eldar army. And you will also have acquired some true skill in tactics.
Above all, do not be frustrated. When you win a game with a balanced Eldar list, you will know it was not the army that won it, but your superior strategic and tactical ability! :w00t:
This is a decent Seer Council, but you should add two more meat shield Warlocks with Augment. It adds a lot to their resilience for few points.Originally Posted by Dark_Angels_MasterHe is fine in this army, just keep him in the Seer Council.Originally Posted by Dark_Angels_MasterYou should re-think this squad, let them be normal Guardians and give the Warlock the Conceal power instead. Without conceal they will be shot to tiny little bloody treshes to decorate the battlefield. And when they revert to WS4, they will hit on 4+ on most things they would hit on 4+ with WS3 anyway so it is not that useful anymore since they will massacre those WS3 units even without WS4 themselves thanks to sheer number of bodies.Originally Posted by Dark_Angels_MasterOK, this squad cost as much as a Land Raider. Give that Warlock conceal instead to keep them alive, remove his Witchblade since this squad should not see CC anyway and replace it with a normal CCW to keep the cheap extra attack. Then change the weapon to Bright lance since you are in desperate need of more anti-tank weapons. Drop about 5 of the Guardians as well to keep the squad manouverable but still strong and resilient at close quarters.Originally Posted by Dark_Angels_MasterWhile this is pretty nice in UlthwÃ© Strike Force, they are pretty worthless here unless you face Tyranids or Orks. Make them black and give them a concealing Warlock and a heavy weapon, preferable Bright Lance or Eldar Missile Launcher (or Star Cannon if you change the Wraithlord's weapon to Bright lance). Alternatively you could add a concealing Warlock and then just increase the size to 15 to make them a fast close-quarter unit. Either is fine, but I prefer the first approach since Guardians feel better far away from the enemy.Originally Posted by Dark_Angels_MasterYikes, that Exarch eats up a lot of unneccesary points. Downgrade him to a normal spider, the Additional Death Spinner upgrade does nothing except letting him shoot and assault. Which you naturally shouldn't want to do anyway. :rolleyes:Originally Posted by Dark_Angels_MasterQuite an OK unit, but I don't like them because they are slow and when the rest of the army tries to keep away from close combat these guys are looking for it, which gives the enemy close combat specialists something to rip apart.Originally Posted by Dark_Angels_MasterBeep, illegal configuration here. An Exarch cannot be given both Powerblades and Executioner, so just stick to the Executioner. The Wave Serpent needs upgrades, arm it with a Bright lance or an EML and give it the Spirit Stones vehicle upgrade.Originally Posted by Dark_Angels_MasterA good place for a Bright lance or EML, but you should already have enough of those by now... unless you have a Star Cannon in one of the Guardian squads.Originally Posted by Dark_Angels_MasterChange to a Falcon with Star cannon, Holo-field and Spirit stones. It has been said but I'll say it again, Fire Prisms are not teh win.Originally Posted by Dark_Angels_Master
Warhammer Fantasy: Warriors of Chaos, High Elves
Warhammer 40k: Eldar, Space Marines, Orks