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It seems I've hit a dilemma with my poor Eldar. The only effective army list I can seem to create involves a lot of grav tanks, one per unit to be exact. This army needs them more than probably any other as we really don't have the range, the toughness or the numbers to last when foot slogging.
Which brings me to my problem. I really don't find mech lists fun nor being forced into them and yet whatever I take seems to get torn apart. Wheather it be long range with Guardians/Walkers/Vyper and Jetbike support or Avengers with wraithlords, avatars and some counter assault elements. Nothing I try on foot with this army actually works as Eldar just die far too quickly. Back in the day Ulthwe guardian armies were really good at the tournies with bs4 black guardian teams and proper seer councils which created some nastiness. But these days is mech really the only way to go?
If anybody could help me by suggesting something that could work or well anything that would be appreciated.
I started a thread a little ways down about footslogging armies being non viable these days.
I'm thinking the won't cut it.
Though I think there is still hope for hybrid lists where some elements are on the ground.
And, if you've got the bucks, I think a non mech list based on other fast units might be viable. (Like tons of jetbikes). But I dunno.
However there is a fair bit of variety in what mech armies we can use. And sixth edition shouldn't be more than a few years off. Plus there could be other books released that modify things.
Though cross your fingers that Eldar armies stay out of the top ten in grand tournies.
I run a hybrid Eldar force with every unit either very hard to remove, or very fast. This list is run at 1750.
Hard to kill:
2 EML/BL Wraithlords
8 Harlequins (all kiss armed) with Shadowseer(also kiss armed) and Troupe Master with Power Weapon.
2 Mounted DA+Doomseer squads
8 Warp Spiders
The Wraithlords, being multi-wound and T8 are very difficult to put down, the Pathfinders should have 2+ cover unless you're playing on planet bowling ball, and the Harlequin's are nigh impossible to see outside of rapid-fire range at which point if I've been playing them right, they should be assaulting you.
The mounted DA squads are only mounted to ensure the survivability of my DA's and get them where they need to be quickly along with being able to move 24" to that objective on turn 5. The Jetbikes can move rather quickly as well, and snipe stuff then grab objectives on turn 5. My Warp Spiders do whatever they need to do, whether that being a support unit, picking off stragglers or hitting side/rear armor as they have such a wide variety of uses.
The point is, if it doesn't move fast enough to get out of the way, make it hard to kill.
Now I haven't fought any tournament caliber people yet, so take my knowledge with a grain of salt, but this list has done well the few times I've gotten to use it, despite a few screwups (usually deploying DA's too close to their intended target,) it's never lost so far, just wins and draws.
Scratchbuilding Fire Prism Crystals
2K Mech Eldar in 2010: 25Win/4Lose/8Draw
With my eldar, I use a 'speed is life' approach.
it's not necessarily a mech army, but it is built off of speed.
Jetbike Seer Council
Dire Avengers in Wave Serpents
"Wait!" I hear you saying, "Support batteries?!? WTF!"
They don't need LOS, and they can be a great 'area denial' sort of unit. No one wants to close in on a D-Cannon battery. But I tend to have better luck with Shadow Weavers and Vibro Cannons.
* "I'm Significant!" -screamed the dust speck
* "Call me old fashioned, but an evil ascension to power just isn't the same without someone chanting faux Latin in the background."
Hmm. Maybe I should of gone with a guard army . Eldar do seem to need to be played with a lot more finesse than most armies as the units evaporate so quickly. Fast stuff is obviously useful it just seems you need a lot of it to be effective. Maybe I'm just playing badly or have the wrong sort of lists. I try to build an army with a large centre of heavy firepower with infantry and assault elements within it but it never seems to come together. I'm noticing a lot in the 'tournament' style lists that most are identical no matter what the army. You have a bunch of rhinos/wave serpents/ trukks/devilfish full of the respective infantry types and backed up with 2 or 3 ordanace style back up from fire prisms to basiliks to hammerheads. It works but playing against indentical army lists even from different armies gets stale.
If only another way existed outside of wait and see
If you are looking for our best/most competitive list then I do feel that it is mech. If you are looking for casual games and having fun the foot slogging can work well enough. Just realize that you will probably struggle against other armies that are built with a win only mentality. I do find that wraithguard with a fortune seer as the core of a foot slogging list seems to give me the best results but even it struggles.
I honestly believe hybrid mech to be the best army to field for tournaments.
Though full on mech is nice, our transports are expensive, so going all mech means we can put out as much firepower as we would like. And some armies can still bring down our Serpents way too easy.
I also think foot-slogging armies are viable for tournaments. BUT, you must learn good tactical placement of units, and still keep a fast unit or to around just in case. Also, if you go foot-slogger get stuff that will draw fire and soak damage. Wraithlords, Seer Council and Avatar are what I use. Get good fire support, such as Reapers and War Walkers. And then get lots troops. Big thins are to keep non 3+ save untis clos to the avatar or in cover. I use Scorps for initial assault while my Lords and Avatar get closer.
All of these I have used in foot slogging armies. I tend to throw in Eldrad as well for Divination. If I get first turn I can somewhat dictate my opponents deployment by placement of my WraithLords, Council, and Avatar (usually all together) as well as my Reapers. Using Divination I can then pull a feint and get into better position. Also, with Eldrad I can fortune my Avatar making him almost impossible to kill before getting him into CC.
But again, like any other Eldar army, there is still a good deal of finesse in it, and if used poorly, will be destroyed all too easily. ( I almost got tabled in a tournament game once for not paying enough attention to the actions of my opponent. )
Arvan'drynn Craftworld - 15,000pts (deceased)
Tau - 2,000 points (atomized while on patrol)
I've been doing just fine with a primarily foot slogging army.
The basis of the list is a large wraithguard block with a farseer or Eldrad in it. Fortune + Conceal + Toughness 6 + Armor save 3+ makes for a unit that is very hard to get rid of. It takes an average of 54 bolter or lasgun hits to actually kill a single wraithguard if they're fortuned. Back that up with an Avatar and a couple Wraithlords, and now you've got a rock hard core that you can build the rest of your army around.
I went to ConQuest NW with a 1850 list that looked like this:
10 Warlocks (2 Destructor, 2 Embolden, 1 Enhance, all with Witchblades)
Wave Serpent with TL-Scatterlaser, Shuricannon, and Spirit Stones (with warlocks inside)
10 Wraithguard plus Spiritseer with Conceal
3 Wraithguard plus Spiritseer
Wraithlord with 2 flamers, wraithsword
Wraithlord with 2 flamers, Scatterlaser and Shuricannon
Wraithlord with 2 flamers, Brightlance and Missile Launcher
In the end, I went 4 wins and a draw, though only one win was a massacre.
Tactics-wise the list is pretty simple. Put Eldrad in the Wraithguard and run up the table with the avatar and 1 or 2 wraithlords in a cloud around you. Pair the leftover wraithlords with the smaller wraithguard block and send it to deal with any outflankers or smaller units further out from the main battle area. Turn 1, the Wave Serpent full of warlocks rushes the field with fortune from Eldrad on it, and then Turn 2 the warlocks disembark and charge as many units at once as they can hope to kill while their wave serpent starts tankshocking anything they can't assault. The Pathfinders either infiltrate on top of an objective in cover, or outflank as to not get assaulted/die early on.
Against aggressive mechanized and 'zilla lists, you're pretty golden, as nearly every unit in the army either has wound on 2+ weapons, high strength, or ignores armor or armor values. Horde lists require a little management, but there's still 8 flamer templates and 4 monstrous creatures which can chew through horde units fairly well, plus the warlocks for volume of attacks. The trick here is careful sacrifice of your Wraithlords to tie up units until you're ready to deal with them. Even against a unit with a hidden powerfist, a WL can last 2-3 full turns, taking a fair number of models with it, at which point a single salvo from the wraithcannons or a charge from the warlocks should finish the unit nicely.
The one list type that this army does not deal very well with are long ranged mechanized lists that can afford to move backwards while shooting anti-tank type weapons. A Marine list heavy on Land Speeders and Melta Attack Bikes would not be a good match up, for instance.
Against any list that does not out-mobilize you, and with so many targets that effectively need tank anti-tank weaponry to wound, you should be able to get most of the army into combat without too much loss. And up close, you've got 4 monstrous creatures and a unit that wounds anything on 2+ (and S9 vs vehicle rear armor), plus 10 wraithcannons which kill pretty much anything dead. And until the warlocks get out, there's very little for anti-troop weapons to engage, which means many armies are wasting a turn or two of the majority of their shooting.
The overall list is reasonably flexible as long as you stick to the core concept of units which are hard to kill before you're ready to engage. You can swap the warlocks for any fast assault unit of choice like Shining Spears, Harlequins or Scorpions, and play around with the Wraithlord load outs to get more or less anti-tank at range. Swapping the SL+SC wraithlord for 2 Warwalkers with dual Scatter Lasers also works well, and increases your anti-light vehicle and anti-horde substantially, at the cost of being easier to kill. Likewise if you feel the wraithguard unit is overly vulnerable to assault, swapping the Avatar for Maugan Ra, Yriel or a melee-kitted Autarch can fill that hole.
I've been using this list (with some minor changes here and there) with a lot of success lately.
Eldrad w/ 3 Warlocks
10 Banshees with Exarch with Wave Serpant
6 Fire Dragons with Exarch
10 Dire Avengers with Exarch
10 Dire Avengers with Exarch
6 Warp Spiders with Exarch
Two grav tanks. No losses. The other day did an annihilation against Dark Eldar and wiped every single model off the table with a loss of 15 models.
Eldar don't need pure Grav tanks to win. You just need to know how to draw your enemy to you, and exploit his weak points.
Nights Justice Space Marines
Eldar Eth Kariel Craftworld
Spear of Kurnous - High Elf Expeditionary Army
@Djones9916 While we all appreciate the extra information. Bragging about beating Dark Eldar is a bit like someone bragging about beating up some 5th graders. I haven't lost to Dark Eldar in any edition with any army. Now, before someone jumps all over that yes a truely skilled DE player can be highly effective. But, I dunno, some 5th graders are probably secret ninja martial arts assassins.
@TheDaR Could you please enlighten us about how the lists does so well against 'nids? While the full seer council is potent and nids aren't so hot at downing transports. I would think the other units would get into a lot of trouble fast. Is it a metagame thing where tourney 'nids run slow zilla lists or something?