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I recently started myself an Eldar force and won a couple skirmishes with Tau and Nids, I realized the thing that really turned the tide in both battles was the incredible mobility and reslience of the Falcons/Serpents/FP's. Is it possible to have too much of a good thing? Im going to give it a shot, coupled with the "throw enough shuriken at anything and it will fall over" mindset of course.
HQ: Autarch with power weapon, mandihat, jump generator and fusion gun
HQ2: Doomseer on jetbike with singing spear
Troops are a pair of serpents geared with holofieds, ss and shuricannons abound carrying 10 DA each with exarch/twin catapults and bladestorm
FA: Warpspiders with exarch/pw/withdraw/dual spinners. Unsure of how many to use just yet.
Elite: 6 Dragons
HS: Kitted out Falcon with shuricannons all around and a pair of kitten out FP's
Not a whole lot of models in the force, but then again I dont play to win or survive. I like fun and a whole army that can basically cross the board in a turn is alot of fun, even if thier shurikens bounce off of everything and they are cut down like grass. I didnt include point totals at all, since im still developing and nothing is set in stone quite yet. Im sure this has all been done before, but id still appreciate any comments. Thanks!
Not a big fan of the dragons in a falcon kit out, as documented to death elsewhere
You cant give serpents holo fields, although they would benefit from vectored engines
your other tanks need HF, SS and VE
Spiders are nice in that the size of the unit can be varriable, 5 is perhaps a bit small but otherwise just use it to eat up spare points
Main problem is this, the "throw enough shuriken" school of thought is fine if you throw enough shuriken, the stratergy is not compatable with mechanside armies as all those expensive tanks take points away from shuriken, however I think the problem is in your statement not your list as you are not really trying the "throw enough shuriken" trick as a general army rule but rather for specific units
Everything you have been told is a lie!
VE on the prisms - will one shot from the tank recover the points cost of VE? if it will do that comfortably then it is a sensible investment, otherwise no (actually even then it is iffy cos it may never be used, but one day you would be damn happy you took it)
It has been suggested that you can use one prims with all the upgrades and the second stays out of sight of the opponent and is used to enhance the upgraded prism.
If you can gaurentee that cover allows for this and you will always be using the enhancement mode then this is fine but I suspect that is a game by game decision
Everything you have been told is a lie!
Awww, kittens.a pair of kitten out FP's
I don't bother with vectored engines on my fire prisms any more. While they're nice, they're a bit too niche in most games to be of much use. On units that need to get from point A to point B without dropping out of the sky (serpents, falcons) then VE are well worth having.
When I had them, my prisms were immobilised twice - only once did the prism survive the game (minus its prism cannon). Once it's on the floor, it's pretty much dead meat since assaults and penetrating hits become much more dangerous.
Mine now tote shuriken cannons - a useful weapon to have, particularly with their BS4.
Having an army and not owning a rulebook is like owning a car with no steering wheel.Originally Posted by amishcellphone
Yep, because it lands and becomes a auto hit in CC (treated as if it didnt move) and now it can be penetrated.
For Fire Prisms/Falcons with no troops inside:
On these I'd consider it because they should not be anywhere near the troop-on-troop action--I'd think about the VE upgrade on these. It is still points I find more useful elswhere however...
You hit on it.... Durability and firepower--You kill more of them than they can kill of you
For 2k pts:
I would say go 5-6 squads of 10 DA's in WS's, 3 prisms, and a squad of FD's in a WS.
I wouldnt worry to much about your prisms. They will still be there after 6 turns with holofields, and if they're not, you won the game because your opponent was a moron and wasted his time on ~480 pts of a 2000 pt list.
Awesome, quick feedback! Im glad to know some others think the way I do at least.
I'll be playing a pair of games with the final version of this list tonight for the first part of the testing phase. One against witch hunters and one against tau. One main adjustment id consider was tossing the doomseer for more spiders perhaps, as dooming firewarriors just isnt much worth it. Im very fortunate to have no MEQ armies in my gaming group aside from myself.
Again, thanks for the input!
Well, I take 10 Warp Spider incl. Exarch w/ withdraw and I use the rather aggressively. So they get decimated in every game, mostly to 5 or 6 models, but they are one of the best units in the game.
Two HQ's in 1500 pt games is too much. If you have a mech list with lots of S6 weapons, the Doomseer is redundant. But if you include DA or Banshees doom is awesome.
I found that DA are not so great, maybe one unit but not two. Therefore, I stick to Jetbikes and Pathfinders.