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I've just started collecting eldar a few months ago and have only added a few units. I want to make a mech eldar army with some infiltrating rangers and scorpions and maybe some deep striking spiders. What should i equip my grav tanks with? I'm thinking about star engines and holo fields and i'll be taking around 2-3 wave serpents and 1 falcon
For the falcon holo fields is a must. The wave serpents can't take holo fields but they have their own protection. Star engines can be fun but not a necessity. As far as weapons go just think of what you are missing in the rest of your army (the serpents can be good support tanks not just a floating taxi) and if you can't think of anything then just go with the cheep options.
EDIT: Oh I almost forgot! Never leave home without spirit stones, we can't afford to be standing still.
Last edited by Dekendo; March 4th, 2008 at 22:09.
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Yeah, spirit stones on EVERYTHING and holo fields on your falcons. If you can afford the points, I'm a fan of vectored engines on falcons too. You will be moving with your skimmers every turn, so if they take an immobilising hit, at least they can still function as a stationary weapons platform. But still, only if you've got the points...
Star engines i think are a bit of a waste except in Apoc battles, where you've got a massive board and you can zoom 36inches in a turn to grab an objective!
Best thing to do, try out the combinations and see what you like! If you only use one falcon, tool it up and see how unkillable it is, or strip it down to the bare-bones and get another unit with the saved points!
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Thanks for the input!
- my original plan was to use the star engines to flank around the enemy force, dump fire power into the 2nd furthest unit, and on the next turn drop everyone off so they can assault the closest unit and bladestorm the rest. The scorpions are there for annoyance and the rangers pin units that could counter attack.
-my next question is: What are some good combinations of units to drop and what should i give them so i can inflict as much damage in one turn as possible?
Well you have the right idea with the scorps, as they can infiltrate. My personal fav is banshees, I generally take at least one full unit with warshout. My other fav and most of what I see other poeple doing is the harly's. Giving them kisses and fusion pistols, so you can shoot before you charge can be devestatiing if everything works right, which everyone knows once the battle starts....lol. Anyway if you want a tank killer you could put some fire dragons with and exarch w/tank hunter ability to tear into some tanks. Hope this helps, I have just started playing again so I am just getting back into things. Good luck.
To answer your second question, I've lately been running a force with 2 squads of Dire Avengers in wave serpents with shuricannons. The basic idea is to move the serpents 24" on turn 1, then move 12" on turn 2, unload the avengers and bladestorm the closest unit. turn 3, they get back in the serpent, repeat for infinity. alone this isn't that effective, but they are supported by 2 squads of infiltrating scorps, 2 wraithlords, and warwalkers. It's work very well so far.
pft, ok just to clarify:
Spirit stones and holo fields are a must to keep you alive. apply to all tanks, although obviously you cant put holofields on the serpents
Vectored engines: ok an imobile skimmer is a dead skimmer, these are therefore largely not mandatory, but rather "nice to haves". The only things that do need VE are tanks that transport assault troops, the point being you need to survive a round of fire under their guns, you dont care if the serpent (or falcon) is imobalised, as long as your banshees/harleys/storm guardians or even scorps are protected and get to jump out and charge next turn
That is basically all you need as a start point (not suggesting this covers the individual styles of varrious players/armies, but start from there and develop through eperience)
weapons, well that rather depends on the rest of your armies, for falcons dont take EML or bright lance (they already have a main weapon) otherwise look what type of weapon you are short of (typically for mech eldar this is AT, hence serpents often are used as tank hunters, but not always)
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Good points on all of those ideas. I myself am a Dark Eldar player too, so to take into consideration on the VE point, consider another piece of terrain. If, or when, it goes down, and hopefully not with any explosions, u can take into consideration how much cover it really helps to have when u just cant seem to get one of those supporting units there in time. Most of us eldar players can all agree, if u have to footslog across the board, its hardly ever going to be in a straight line. So why not add to the board, if u really must. It's a really bad habit that I have entwined into my eldar play style from DE. Never could get enough raiders in that army, lol.
Thanks for the advice, guys! i just posted a beta army list called mecha eldar Alaitoc 1500pts so have a look at it and tell me what you think;Y