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I'm making a new eldar army, and I want to personalise it, but im not sure how. Does anyone have any ideas?
A new eldar army? So wat army do you have atm? And also wat is your playstyle? CC or shooty? Balanced or cheesy?. Do you like fast hitting units or strong slow units? Can you give me more info wat you want plz otherwise I aint able to help you.
However with that statement out of the way, I would say listen to ArchonBjorn. He has a really good tendency to not say stupid things and give bad advice.Learn from yesterday.
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Gennerally, make up your own color-scheme, and use the special rules from one of the five craftworlds in the craftworld codex. It wonÂ´t make your army uniqu, but ANYTHING beats vanilla...
Well, In the CC and shooting front I like to have a bit of a balance, and I have a decent colour scheme, it's just i want my army to have a story and history behind it...
Well.. start reading fulff. When you have read enough, write down the story of how YOUR craftworld survived the fall, who leads it and why, and what your craftworld does that have kept it alive in this hostile world until now. Then think of some scenarios that have happened, and how it have shaped the fate of your army, you could find inspiration for this in the battles you fight. Then, name your farseers/exarchs, and write them a bio each. Look on them as d&d characters who needs exiting backgrounds. Last, post it all and let me read it
Well, if you want to balance CC and shooty, I WOULD recommend vanilla Eldar. I don't know what Farseer Sareld's beef with the vanillies are -- Eldar are still one of the most versatile and customizable armies in 40k just because of their nature. Each army can be unique, due to the aspect warriors and over-abundance of force organization selections (for instance, 6 Heavy support options - most races can't compare with that because they haven't been around as long as the Eldar).
You really have nearly unlimited freedom when customizing your own Eldar army, and that's one of the main appeals. As has been said, mostly put a lot of thought into designing your own colour scheme and fluff. To make your characters more interesting, don't make them supremely noble or anything...characters with flaws are inherently more interesting. After that, maybe design your own rune or Craftworld symbol (oh, and name, of course). After all this, decide on what rules you want to use (vanilla, or craftworld).
I presume you have both codexes...if not, I would recommend you get them (and maybe Eye of Terror too, as it has the Ulthwe Strike force). That would give you 7 options for force composition charts and special rules. Pick the one that suits you most. The reason I like vanilla Eldar is because it was designed to be the most balanced of all the lists, and to me, that means the most versatile.
Alaitoc - focus on using rangers, pathfinders (better rangers) and the Ranger disruption table --- fairly similar to Vanilla Eldar in all other respects, but you probably will be more geared towards shooting with all the snipers in your army. Some people complain that Alaitoc is cheesey because of the Ranger disruption table and how it disrupts their plans before the game even begins....let them complain.
Saim-Hann - army is predominantly made out of jetbikes (not vehicles, as their description suggests - beyond Waveserpents, they can only field one tank as they only have one heavy support selection). I'm going to go out on a limb here and predict that they aren't balanced enough for you. But if you like a hard hitting and fast as hell army, this is the one for you (just beware, all of those jetbikes are going to cost you mucho dinero).
Ulthwe - strength is in its Seer Council, which basically means you get to take a ton of Farseers and Warlocks. Think of this as a magically dependent army. Psychic powers and stacking them is what's going to win you the day. Also, they have a predisposition to use Guardians (but get black guardians, who have an extra point of wither WS or BS for no extra cost). The downside is that you don't get many aspect warriors, so this takes some of your versatility and adaptability away.
Ulthwe Strike Force - don't know much about them except they are all about the cavalry. SF plays like a diversion army. You have small percentage of your Ulthwe force on the table at the beginning of the game, and you have to Warp Gate in the rest of your force when you can. This is sort of a one-trick pony in my opinion (read: not very versatile - only has one major tactic), but I'm sure it would be worth it to see the look on your opponents face when he has you on the ropes and you teleport the bulk of your reserve force deep into his lines.
Biel-tan - ah, the Swordwind. Limited on regular troops selections (you won't have a lot of guardians or rangers), but you can take aspect warriors as troops rather than elites. Not only does this mean you can take 6 units of elite aspect warriors (Banshees, Warpspiders, Scorpions, Fire Dragons) you can also take Swooping Hawks (fast attack), Dire Avengers (troops) and Dark Reapers (Heavy support). This also frees up your elites spots to take more units of Wraithlord, if you were so inclined (some people don't like them, I think they own), but to be honest, fielding so many aspect warriors is already going to make this list very expensive and outnumbered. Still, the opportunity is there to have an entire army of specialists, which would arguably make this the most adaptable Eldar army out there, but also the hardest to use properly as every unit has a specified role and MUST be used in that role or else you invite disaster.
Iyanden - the Ghost army. Can take Wraithlords and Wraithguard as troops (but you can't have more Lords than you do units of guard, which means your magical number is 3 - or is it 6? Do you still get to take Lords as Heavies too? I'll have to check on this). Basically, this means your army will be very expensive (in points, and $ - one of the reasons you will rarely see an Iyanden army), and it will have few models in it. Mostly, if I were to field this army, I would do so out of fluff reasons, cause leading an army that is already dead into battle is just frickin' cool.
So, pick your poison. I field Vanilla Eldar and love them because I found the other craftworld rules give graciously with one hand, but take too much away with the other. No doubt their rules are very versatile and valuable, but I always found them too restrictive given my purpose. As I said, choose the rules you want, but keep in mind that if you want to balance CC and shooting, Vanilla, Ulthwe, and Biel-tan would probably be your best bets.
Good luck - let us know what you decide when you do. (Y)
Well, vanilla arenÂ´t really so bad.. ItÂ´s just that it seems a bit standard to me. But hey, the choice is yours, and no army is really that mainstream. Sorry :blush:
One good way to personalise is to have a "signature" unit. Simply choose a unit you like and is fairly uncommon, and use them in yuor games. eg. Shining Spears. This makes your army stand out, especially if that one unit has a very outstanding colour scheme, but still ties in with your army.
You cannot win, for to fight us is to give us power.
From the way your talking i would suggest a Biel-tan army. i know that vanilla eldar are good, but i personally i think craftworld eldar are just better. they have some nice fluff and they can really mix your enemy up. my personal favorite craftworld is Iyanden, just cause wraithguard are the most amazing guys ever!! i think you would like the striking scorpions, cause they are great in close combat and have a nasty punch at range.
I shall destroy all who stand in my way. The Emperor shall be reborn in me, the Primarchs shall be remade in me. I shall cast down the Dark Gods, the Star Gods shall be consumed just as they consumed their brothers. Those who fell shall be redeemed, those who remained pure shall be rewarded. The Imperium shall regain its power and the Dark Age of Technology will seem like nothing. For I am the Numen and I am coming
uuuuuummmmmmm well it depends really whether you want a cc army a shotty army or both??
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