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Just browsing through the eldar army list forums and saw an excellent idea.
If one had 2x 5x Pathfinders, Eldrad, 3x War Walkers with scatter lasers and 6x harlequins with kisses you would have one hell of a defence. This is why. Your harlequins line up in front of the pathfinders if there is no suitable cover with eldrad attached tot he quins. The pathfinders get a 2+ cover save through the quins, the harlequins are nigh untargetable due to shadowseer and provide an excellent counter-charge unit. Fortune goes on quins and war walkers. War Walkers chill within 6 of eldrad in any cover and they all recieve rerollable 4+ cover saves dramatically reducing their weakness to shooting in general. Guide goes on war walkers.
You have fortuned walkers and quins guarding 2+ save pathfinders. If you deploy your objectives dead on 12 inches apart and maybe up the quins to 7-8 you can gurad 2 objectives and let rip with 24 str 6 shots re rolling to hit, 10 pathfinder shots and a harlequin charge for anything straying too close. Thoughts?
"I did my first model at the age of 7"
Wow. When I first read that I misinterpreted it. Bad.
Yea that works pretty well, there are some Youtube videos that you should watch that describe this tactic in detail, search "way of the saim hann pathfinders". Its pretty interesting.
That being said, it is a pretty strong defence but unfortunately I don't think it does enough damage (especially against armour) to be considered a huge threat and turn the tide of the battle every time. And if you ever play against a monster army or something like the ravenwing you may not be able to defend yourself well enough and be up the creek. Perhaps if you throw a wraithlord in there to scare away heavies and be more of an anti-tank threat then I think it would be improved.
Army: W/L/D -- Eldar 6/2/2; Orks 1/3/0; BA 1/1/0
The Tale of Two Gamers
Armor is your problem. Long range artillery will ruin your day, and even the most basic vehicle will cause you problems. If you decide to direct your War Walkers to the enemy vehicle, that means one less mess of enemies you are hurting.
Also, one Land Raider will ruin your day. Black Templars generally run multiple.
Such a static line is acceptable for kill point missions and terrible for objective missions. If your goal is to tie up every bases mission, this is a good list. Essentially, you may win 1/3 of your games, lose 1/3 of your games, and tie 1/3 of your games.
Too bad you can't give fortune to warwalkers... they're vehicles
Tomb Kings, Marines, Eldar
yeah, just read it (p.62)... thought it was just a "hull down" roll, not an actual save... interesting. Must be thinking of 4th again lol.
Tomb Kings, Marines, Eldar
I'm not saying it's a bad start for a list. But it has a couple problems that I think come from incorrect assumptions you have about your opponent in the sense of how fast and where they can come to grips with you.
It's still not uncommon at all to see drop pod armies. Granted you only have to face half your opponent at once, but that's a serious concern when it's questionable how your forces will hold up to point blank flamer/rapid fire/etc. Beyond that vehicles are harder to kill in this edition and let the opponent close fast. You get one or two turns of firing and than the enemy will likely be on top of you.
The trick to that being that I believe you could use some elements in your force that screen and protect the expensive and vulnerable harlies and such from templates, rapid fire, and getting charged (they make a lot better countercharge unit than a unit that takes a charge).
Well, that and obviously you need some things that can pop a land raider or something like that.
Oh, and one thing to bear in mind, In the new edition just putting your walkers into area terrain isn't going to cut it as far as getting a cover save. The new rules are that, regardless of what the terrain is, whether a vehicle gets a save or not is based on whether 1/2 of the vehicle is visible. Squad rules help a bit withthe walkers, but the point is that reliably getting cover saves against a mobile opponent is actually fairly hard in this edition.
Last edited by sunnyside; August 8th, 2009 at 13:49.
i think its nigh-on 800 points, for something which is pretty vulnerable to a variety of units. whilst not putting out enough firepower to counter its vulnerabilities.