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Well my new army will be a Eldar Pirate army (Not the Yarr type of pirate) And I'm using the Altoic rules. I don't want to use many guardians (Only 1 squad max) as they will represent the riff-raff and the rouges (From different races and such).
Dire avengers will be Pirate Boarders and so I will have 2 squads of them (Plus I love the Dire Avegers rules, models and exarch) I will have a few squads of Rangers/Pathfinders but not nearly as much as n Altoic army. I'm thinking about 5/6 sqauds :unsure: I have no idea what to use as a HQ as my pirates dislike psykers and don't have any links to Khaine. So I'm thinking of using Asurmens rules for my Pirate King.
So my Questions are:
1. Is the theme of my army consistent with the fluff of Eldar?
2. What Aspects do I use (Apart from DA and Rangers)
3. What HQ should I choose?
4. Should I go with a unified Scheme or use a mismatched one?
I'd say unified scheme. I'd also say take Banshees as an aspect, seems pirate-ish; and btw... Rangers aren't an aspect.
Yeah I know Rangers arn't an aspect but I still count them as one :wub:
As close as one is likely to get with the Craftworld Eldar Army list. Although personally, when I thought about Eldar Pirates I imagined I'd use lots of small Storm Guardian squads with maxed out Special weapons to represent the diverse and impressive stolen booty the pirates could have gotten.Originally posted by Bobby_Wokkerfella@Jan 24 2005, 09:27
1. Is the theme of my army consistent with the fluff of Eldar?Fire Dragoons can be quite believable as specially-equipped guys to cut breeches in the enemy ships for boarding actions. Any close-combat squad can have its place, although yeah, Banshees are a natch choice. Warp Spiders... maybe.2. What Aspects do I use (Apart from DA and Rangers)
I can't really see Shining Spears or Dark Reapers as pirates. I imagine Eldar pirates would not want a bunch of heavy weapons holding them down, and they wouldn't want to zip around twisty strange bulkheads on a high-speed jetbike.If you're going to go the Special Character route, then a Pheonix Lord would fit. You could also just take a cheap Farseer and attribute his powers to exotic Wargear that he "liberated". Rune Armor is a force field, and Eldritch Storm (though not tactically the best buy) is some fantastic gravity grenade he can shoot from his Shuriken Catapult-underslung grenade launcher. Likewise, for Warlocks, conceal is really just a short-range holofield and Destructor is a souped up flamer or some kind of monofilament cloud gun.3. What HQ should I choose?Go for a mismatched theme with one unified element. Every squad has their own thing going, but they all have one color or significant badge or conversion item that's the same.4. Should I go with a unified Scheme or use a mismatched one?
Well I really want some Dark reapers in my army as they just kick ass, especially when I find myself always fighting marines.....
I think JOHIRA pretty much hit the nail on the head,
Colour scheme - varied but with some common theme
Dragons are an obvious route,
Farseers could be used as a HQ but without a power or with some explanation of a power (demon weapon act as witchblade but can cast spells)
I would recomend a browse onthe =][= section of the GW web site, their article on Eldar Archetypes "Sons of Khaine" may give you some ideas
Everything you have been told is a lie!
Since Farseers are required to have a power, you could use Guide and say his presense inspires the rogues to fire more accurately, as they might fear his wrath at missing the target.