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I needed something more challenging to play. I'm loving the dynamics of Eldar and have come up with a list. With Orks I just started buying without thinking and it cost me a lot of money on things I never used. If this list is good this will be what I buy, but I am looking on input.
Readable list here:
Not so readable list here:Code:Troops: Dire Avengers (10#, 353 Pts) 1 Farseer @ 100 Pts Psyker; Doom ; Guide ; Fleet; Ghost Helm (GH); Rune Armour (RAmr); Shuriken Pistol (Sp); Witchblade (WB) 7 Dire Avengers @ 253 Pts Fleet; Avenger S-Catapult (ASC) 1 Dire Avenger Exarch @  Pts Fleet; Bladestorm (BS); Defend (D); 2 Avenger SC 1 Wave Serpent @  Pts Energy Field (Wave Serpent); Spirit Stone (V:SpStn); TL Shuriken Catapult (TL-Scat); TL Shuriken Cannons (TL-SCan) Fast Attack: Warp Spiders (8#, 304 Pts) 1 Autarch @ 118 Pts Unit Type: Jump Infantry; Fleet; Independent Character; Master Strategist; Banshee Mask (BM); Forceshield (FShld); Warp Jump Generators (WJG); Power Weapon; Shuriken Pistol (Sp); Fusion Gun (Fg); Haywire Grenades (HayG); Plasma Grenades (PG) 6 Warp Spiders @ 186 Pts Unit Type: Jump Infantry; Warp Jump Generators (WJG); Death Spinner (DS) 1 Warp Spider Exarch @  Pts Unit Type: Jump Infantry; Withdraw; Warp Jump Generators (WJG); Death Spinner x2 Elite: Fire Dragons (8#, 294 Pts) 1 Falcon @ 165 Pts Holo-Field (Vehicle) (H-F); Spirit Stone (V:SpStn); Shuriken Cannon (SCan); TL Shuriken Catapult (TL-Scat); Pulse Laser (PL) 6 Fire Dragons @ 129 Pts Fleet; Fusion Gun (Fg); Melta Bombs 1 Fire Dragon Exarch @  Pts Fleet; Crack Shot (CS); Dragon's Breath Flamer; Melta Bombs Troops: Pathfinders (Rangers) (5#, 120 Pts) 5 Pathfinders (Rangers) @ 120 Pts Fleet; Infiltrate; Move Through Cover; Stealth; Ignore Difficult Terrain; Pathfinder Stealth; Scouts; Pathfinders; Shuriken Pistol (Sp) (x5); Ranger Long Rifle (RLRifle) Troops: Dire Avengers (9#, 253 Pts) 7 Dire Avengers @ 253 Pts Fleet; Avenger S-Catapult (ASC) 1 Dire Avenger Exarch @  Pts Fleet; Bladestorm (BS); Defend (D); 2 Avenger SC 1 Wave Serpent @  Pts Energy Field (Wave Serpent); Spirit Stone (V:SpStn); TL Shuriken Catapult (TL-Scat); TL Shuriken Cannons (TL-SCan) Elite: Harlequin Troupe (8#, 174 Pts) 7 Harlequin Troupe @ 174 Pts Fleet; Flip Belts; Furious Charge; Hit & Run; Holo-Suit (H-S); Close Combat Weapon (x7); Shuriken Pistol (x7); Hallucinogen Grenades 1 Harle Shadow Seer @  Pts Psyker; Veil Of Tears ; Fleet; Flip Belts; Furious Charge; Hit & Run; Holo-Suit (H-S); Close Combat Weapon; Shuriken Pistol (Sp); Hallucinogen Grenades Total Roster Cost: 1498
That seems like a decent starting point to me. I would change a few things in the list personally, post up a list in the army list section that's a little cleaned up, without all the mandatory wargear and special rules. I'll take a look at it as soon as I can. I have to go for now but I just wanted to post up a quick reply to let you know you're not being ignored.
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knowledge of ourselves and the universe around us
Meet My Autarch
I'm going to go ahead and write out your list so myself and others can read it a little easier, as both versions you posted are filled with stuff you don't pay for that clutters up the list.
Farseer - 100
Autarch - 118
---Warp Jump Generator
2x 8 Dire Avengers - 143
---2x Avenger Catapult
2x Wave Serpent - 110
5 Rangers - 120
7 Warp Spiders - 186
---Dual Death Spinners
7 Fire Dragons - 129
---Dragon's Breath Flamer
8 Harlequins - 174
Falcon - 165
TOTAL - 1498
Ok, now that I can read it properly, I'll throw some tips your way. I run a list that's very similar to yours, only a few units different.
Farseer - The Farseer is an excellent HQ unit for augmenting the power of your army. doom and guide is a good combo usually, but since everything in this army has BS 4 or better, guide is probably not needed. If you do choose to use a second power however, you should be investing in spirit stones, as they allow you to utilise both powers in the same turn and thus not wasting points on unused abilites.
Autarch - Usually used as an augmentation for a reserves denial list which utilises reserving everything and going 2nd to deny your opponent of two turns of shooting with most of your army coming on during your 2nd turn. I don't have much experience with Autarchs, as I only used mine once or twice, but most people either use no mask, or the mandiblaster as the Autarch will strike first most of the time anyhow, and with so few attacks, he needs all the help he can get. Don't think he can just go out and slaughter stuff like a warboss or SM HQ can, as that's not his intended role. Autarchs usually join an aspect squad then break off and hunt a tank with the fusion gun once the squad gets close enough.
Dire Avengers - I use two mechanised squads of DA's just like you do. The only difference, is that I don't take defend, as if you're using the wave serpents, chances are you shouldn't get into an assault in the first place due to the ability to properly position yourself with a 12" move. If you take bladestorm I recommend bringing the squad to at least 9 strong, preferably ten, as even with the full 32 shots, a 10 man tac squad can still live through it. Your Wave Serpent should probably be outfitted with either a scatter laser, an eldar missile launcher since you already have anti-tank in the form of mechanised Fire Dragons. With the price you pay for an Eldar transport it is more of a battle-tank than a fast-moving tin can that the Rhino is, use it as if it were a Falcon (Wave Serpents are better than Falcons in 5th by the way, as the defensive rule crippled the Falcon's ability to shoot and move more than 6".)
Rangers - Not much to say here except they are tough as nails to pull from cover and can put the hurt on MC's and high cost infantry.
Harlequins - Very tricky to use is the first thing I'm going to say. If they don't work at first, keep trying. Of all the Eldar units Harlequins take the most skill (in my oppinion) to make work, as they walk a fine line of being untouchable (veil of tears) and dead (rapid-fire range.) They're also useless without kisses, as they won't be able to inflict enough wounds to survive the backlash and will basically be overcosted striking scorpions that can fleet. I run 8 strong with 2 of those being a Troupe Master and Shadowseer. The nerf to rending makes the Troupe Master a good choice, as without guaranteed armor negation via power weapon wounds, you might die in combat from not rolling any sixes to rend.
Fire Dragons - There's two main options here, a squad of 6 with no upgrades used to kill one tank and most likely die. The other option is to get a squad of eight to ten with Exarch and Dragon's Breath Flamer to make a unit that can actually fulfill a second roll when no tanks present themselves (green tide orks.) I recommend mounting them in a Wave Serpent instead of the Falcon either way, as the Wave Serpent is more survivable and cheaper. Oh, and the Falcon can only carry six, your list had seven in it unless I read it wrong.
Warp Spiders - Great harrasment unit that is not to be ignored. I like to run 8 with one of them upgraded to Exarch with Dual Spinners and Withdraw (I'll drop Withdraw if points are tight in my list.) A squad of 6 can be used to hunt rear armor usually via deepstrike, but any size squad can be good as Warp Spiders are one of the few units we have that function well at almost any squad size.
Well that's all I have to say. My list pretty much only varies from yours by 2x Wraithlords replacing the Dragons in the Falcon, dropping the Autarch, and upgrading the rest of the units as points allowed.
Farseer - 80
2x 10 Dire Avengers - 152
2x Wave Serpent 130
5 Rangers - 120
8 Warp Spiders - 203
---Dual Death Spinners
8 Harlequins - 222
---7 Harlequin's Kiss
2x Wraithlord - 155
TOTAL - 1499
Scratchbuilding Fire Prism Crystals
2K Mech Eldar in 2010: 25Win/4Lose/8Draw
I hadn't actually realized how much more the Falcon was costing me, point wise.
Good advice and thanks for the reply. It's really hard to build an army without playing it (the codex can only help so much). What you've said should help me refine the list.
One more thing though, what does the Troupe Master do? The Eldar codex isn't nearly as refined as the new Ork Codex so I have trouble finding some information. Even with Army Builder.
The main differences between a Troupe Master and normal Harlequin is one more Attack, one more point in Leadership and being able to have a power weapon or Harlequins Kiss for free.