Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
So I'm trying to make a fluffy non mech army and was wondering about a Foot Seer Council with an attached Pheonix Lord.
The obvious option is Maugan Ra, he is almost the cheapest, adds some nice ranged punch with rending and decent str value, and is pretty good in CC.
But another option is Asurman, he has a 4+ invulnerable, which is good to go with a council, and he is reasonable in CC, but what interested me was Defend, would this apply to the Seer Council? I'm guessing not but I thought I would check.
I also considered Yriel but he doesn't really fit the fluff of what I wanted to do, even if I changed his 'name' and made him a special character to fit. His monocle is a really attractive choice however, especially as he has fleet, which means he could hide in a council, then move ahead with fleet and hopefully tie up an enemy unit before mauling them with his monocle.
He isn't immune to ID however, and lacks the ranged punch that Maugan Ra offers.
I'm kind of considering him, purely because my list will be pretty uncompetitive anyway and he would be interesting despite the issues with including him.
The other things I was considering was Wraithlords, equip them with heavy weapons for on the move firepower to advance with the council. Seems like a good viable, choice especially since a council is full of psykers so no wraithsight tests! Also possible to use them to tarpit units depending on how I run them in relation to the Council (probably in front for cover).
I also wanted to back this up with a squad or two of Harlies that would keep a reasonable distance to stop anything scattering onto them but to provide some killing power to avoid the council being tarpitted themselves, as well as them being able to stay close to my advancing force without giving my opponents an easy target!
Now the issue I have is what troops can I use, rangers/pathfinders possibly, but they are static, and my list is going to be mainly a brute force rush of in your face aggressiveness, and I need troops that won't be an easy target for my opponent to DS onto, or ignore my main force to wipe out.
I was considering smallish squads of Jetbikes, for their mobility to help keep them out of trouble and late game objective grabbing.
I could possibly use some DA, but I have to admit I'm a bit dubious, as they will need to be behind the council/lords for cover, and probably won't get any great opportunities to fire, and will be a fire magnet as they will be the softest target AND troops.
Another unit I considered was War Walkers, either to hide behind the WLords as they advance for anti tank weaponry + massed shots, or for scouting in to try and do some damage and suprising my opponent.
I'm just wondering if anyone has any tweaks within this structure that might be effective. I'm not interested in being told non mech doesn't work, or that I need to replace every unit I have chosen to play YOUR army. I just want any constructive advice on how to make this viable/better without going totally offtrack with its theme. Keep in mind this probably isn't going to be an amazing force of pwning, its meant to be fluffy and reasonably fun, and something different, and without ANY tanks. (I would consider Vipers though, but I can't see them being worth their cost ) Will also consider any other units as long as they aren't displacing any of the core choices, ie council and harlies.
I'd take maugan over asurmen. asurmen puts out 1.7 unsaved wounds per turn (on average vs meq) while maugan gives you 2.25 in CC and some extra vesatility with his shooting.
defend, nope it wont affect the council. check p21 of the eldar codex under 'exarch powers'.
personallly i think wraithlords are now kind of dead, unless you absolutely know that you will never play nids.
if you want to run vypers, consider running them in a squadron with 2 shuricannons. comes out as 180 points for the three of them and you then have 18 s6 shots which, while it can only move 6" and shoot, can get itself to basicly anywhere on the board very quickly (and get a cover save whlie doing it).
Ohhh thanks, didn't even see that! I had a hunch though :p
I guess my next question would be what would you replace the Wraithlords with? I could go an Avatar although that removes the PL option, the next similarly hardy unit for a footslogger army is Wraithguard and they won't last any longer than a Lord against nids, and are alot more expensive.
Honestly, if you're playing a fluffy list, and footslogging, don't expect much to do well against Nids. With our S and T, the facts of life are against us.
Wraithguard are nice, but tarpitting them in combat makes them a massive waste of points, and they WILL attract the fire of everything on the board.
Vypers...I'm absolutely in the "meh" category. I've run a squadron of 3 MAYBE four times, and never touched them again. You're much better off using those points for, say, War Walkers, where you will get much more bang/buck.
Swooping Hawks or Warp Spiders can assist you in ways that eldar normally don't need. If you take a minimum squad of swooping hawks, you can abuse their ability to drop a 'nade pack, land, and take flight again, in the same turn, or if you absolutely need to drop a unit, drop the nade pack, and unload at point blank. It probably won't kill them, but they're irritating as hell for an opponent to counter. In a vehicle based army, they lack a real role, in a foot based, they can be very useful....
...likewise Warp Spiders can hand you some high strength shots to whittle away at any monstrous creatures or transports that come your way. Combine them with a couple guardian defender squads with Scatter Lasers/Shruiken Cannons as long range support, and you've got a solid MC killer, and a decent transport popper.
Eldar rely on speed, these are the units that will still maintain your edge of speed. Wraithguard are simply too slow, and too short ranged.
If you need some CC, take Striking Scorpions or Harliquins. Without transports, your Girls with power weapons will die a painful shooty death. Harlies have at least a CHANCE to survive while getting to cover, and Scorpion power armour will natually shrug off most attacks.
Just my take. Nothing too exciting.
This is a classic somewhat viable foot sloggin eldar. I would take asuramen cause of his INV save. And thats that.
here it goes....
if you want a foot council and a PL, take eldrad, seer coucnil and asuramen, fortune them every turn, take 3 wrathlords, 2 with EML and BL and 1 with wrathsword, all with 2 flamers, Harlequins for counter charge and actually haVE A CHAnce to make it across the board. if you fortune them they have a 55% chance to save.
The list will suck. But itll be footslogging.
Eldar -APOC- 6500 Points
Chaos Daemons -Fate Crusher- 3500 Points
Grey knights - 1000 Points