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OK, so after I got ranting, I decided I wanted to make a general thread for eldar. You know, since I have such a big mouth and so many opinions, I should stick them where people dont have to accidentally read it.
So then, only 2 things I'd like to ask, please dont post comments/conflicting posts. I really want to keep this thread clean (welllll.....I'll be talking, so as much as that stands for) and just get across whatever information people have to give.
NO DISCUSSION! is the other one...once again, keep this clean. Discussion is what other threads and Messaging are for. If you have conflciting information, pm the post owner. If you have something to say/expand on, post it.
So Now, the moment you've ALL been waiting for: Ravens Useless Eldar Thread! :w00t:
Modelling: So, you've got all these nice plastic/white metal heavy weapons, and your just dying to put that starcannon on your tank. You reach for that white plastic GW bottle of Super glue, then have flashbacks of THE EVIL GW HAND OF NERF slapping you in the face. Yes, I cannot stress this enough, NEVER, EVER glue your heavy weapons to your tanks/platforms. Please, it will only end with you wishing you didnt glue in that NERFED starcannon, or repainting half your model when you rip it apart trying to get the weapon off.
Well then, all referances to the whimsical nature of the GW HAND OF NERF (you will hear me refer to this often, and always in caps) aside, how exactely are you going to attach those heavy weapons? Easy, small bullet magnets, available at your local radio shack/hobby electronics store, among other places.
WARNING: Always buy a sample pack of magnets before you just go glueing these suckers to your model. The magnets I get will hold up a vyper if I pick it up by the starcannon (metal), If you get weak a$$ magnets, you will have problems with war walkers, wraithlords, and similar awkward Weapon positions. Make sure they are at least strong enough that you can attach one to a fork/knife, and use another fork/knife to magnetically pick the it up.
So anyways, before you go haphazardley drilling holes and glueing magnets all over, a few things should be done. For best results, I glue the magnet to the BOTTOM of the weapons mount. This is a bit harder then in the side, but I find provides superior holding power. So you lay your heavy weapon on its back, and drill a shallow hole (big enough to fit the magnet semi flush) at a 90 degree angle (straight up for those of us who dropped out of high school) Then, take the mounting point (The surface you usually glue to ON the model) and do the same.
Now your probably wondering why I mount these on a round surface...welll....by not having magnet to magnet contact, you can position the weapon on an angle to suit your needs, using the friction of plastic-plastic/metal on metal contact. That, and I find magnets clicking together exteremly annoying. Plus, you can paint the whole underside of the weapons mount, since there will be no magnet to chip the paint. No primer spots= clean looking model!
Well, there you go. If I ever get around to needing more then brightlances and starcannons, I'll post this in a true how-to format, with small pictures to boot.
W00T, I have 30 views an dno new post today! I could have named it something better, but then again, why lie to everybody to get people in here?
So, my random little bit of eldar knowladge for the day: Wraithguard
These guys are one of the harder units to try and make points back with. Slow, short ranged, low initiative and need a warlock....unless you like your 200+ point unit standing aroun looking useless for multiple turns. So, what are these extremely powerful yet expensive units good for?
Well then..since I cant list stats, lets just say that these guys are the ultimate all round Monster/tank/Independent character hunters in the eldar army. Sure, they are not good in CC or agaisnt #'s, but the sheer power of the wraithgun on such a tough model is amazingly useful. They glance vehicles on a 4, and penetrate on a 5 and 6, which is pretty good, when your shooting 5+ shots at ANY armor value oppenent. Can you say dead Monoliths? Not just vehicles, but super toughness IC's and Monstrous Creatures even get beat down by these guns. ALWAYS wounding on a 4+, and Instakilling on a 6, regardless of armor saves, invulnerable or not.
True, they are slow as hell, and will get assaulted the turn after they shoot...so make sure there is nothing left to hit back! Load 5 of these up in a wave serpent, with a warlock. My favorite power is Enhance, so they at least strike at the same time as most other units, and gain a +1 to their WS, making them that much more skilled. Destructor isnt bad either, as it can fry those pesky weenie retinues before your wraithguard shoot the big boss.
So...you've got these guys packed in a Sepent all nice and tight, with their warlock. You drop them off about 6-12" from the desired target, move, shoot 5 shots, and then assault (after casting Enhance) any remaining units. Usually this results in a dead unit/Character, and reloading into your transport, but sometimes it backfires, and you get wiped by powerfists..I know, it sucks. I can tthink of any times it has happened to me recently, but for examples sake, lets pit these boys agaisnt something you might see that MUST die ASAP.
2 Words: Necron Lord. This has got to be the most annoying unit that I have had to face on a regular basis. I live in a small (60,000) city, so its not like we have hundreds of players, or I am sure I would have faced worse...but for sheer annoyance value, this guy bites balls. Lets see how this little plan goes, shall we?
5 Wraithguard= 175 pts
1 Warlock w/Enhance and witchblade= 41
Wave Serpent w/Brightlance=125 (Yes, its not tooled up, but for simplicities sake, it will do)
Now, assuming you get to the lord, you unload, and proceed to fire 5 shots at 3+ to hit. (rolls 5 D6) and....6, 5,5,3,1 = 4 hits! not bad at all. Now, 4 d6 @4+ to wound (rolls 4 d6)and.....5,4,4,1, 3 wounds! Much better then I had hoped for. Since its 3 ap1 shots, there is no armor save, so the necron lord takes 3 wounds...and dies .
Now if none of the shots hit/wounded, we would be stuck assaulting.
Wraithguard Squadron: Since its 10 str 5 attacks, at 5 I, wraith would strike first, plus the warlocks 2+ to wound. That means they need 3+ to hit, and 5+ to wound, as the destroyer body adds +1 T to the Lords 5 T. (Rolls dice for wraithguard)....6,6,6,5,5,4,2,2,2, man I'm rolling good, that makes 6 hits. Now to wound (Rolls dice) 5,5,4,3,2, so 3 wounds. Now for the 3+ save (rolls dice) 3,2,1, so 1 wound, 2 saves. With 2 wounds left, on to the next unit, being the warlock with his 2 attacks....(rolls dice) 5,4, 2 hits (rolls again) 6,4, 2 wounds. Rolls for Lords 3+ save 6,2. Now the lord has 1 wound left. His turn.
Necron Lord: 3 Str 5 attacks on the wraithguard. Needs 4+ for hit and wounds. Power weapon that ignores even invulrnerable saves (poor warlock, at least he never gets that far). So, 3 attacks (rolls dice).....6,2,1 wow, that sucked. (rolls 1 die) 5. Now takes 1 wraithguard.
Well then, Chances are, your not going to miss 5 shots or NOT cause ANY wounds. Either way you look at it, this Lord is toast. Now if I had gotten lucky and rolled a 6, it wouldnt matter what type of armor that guy was wearing, hes toasted. WBB my ass if you roll a 6 to wound with the wraithcannon, and if that ressurection orb kicks in, at least its just 1 wound left. When you charge, hes still nice and toasted.
There you go. Its a bit expensive, but for what it does, you can dish out major damage while having a good chance at taking NOTHING back in return. I field 2 units of these guys in Serpents...just because we dont have many IG/Ork players, so cheapy/mob tactics are to a minimum.