That's only a draft list, I've never played with it. Here are some ideas and more questions:
Cloud strike with Fire Dragons in Falcons. Farseer may go into a Fire Dragons squad or into the Dire Avengers one. Any preference? Which psychic discipline will be better for him? If he join the Dire Avengers, it may be useful to drop the singing spear, one Dire Avenger and squeeze 4 points more from somewhere else, to take for him the Uldanorethi Long Rifle (to keep him busy in the shooting phase)?
Autarch will join Spiders and hunt what they can. Maybe even assault some weak CC annoying squad. Which power weapon for the autarch you recommend?
Small windriders squads only goal is to take objectives. Maybe better they begin in reserve?
Big windriders squad, better with scatter lasers or shuriken cannons? And the warlock with them, would make use of a singing spear?
Any change in the weapons combinations of the vehicles? Any upgrade they should take?
Any other feedback?
July 9th, 2016, 02:32
So to answer some of your questions. The Farseer can go with the Fire Dragons, but it would be much better on a bike (giving him a 3+ armor save and T4). It makes him much more survivable and gives you the ability to move around the field to target what you want quicker. He can't use his powers inside a Falcon on another unit as well.
The Uldanorethi Long Rifle is a terrible weapon for the points. If you are going to give the Autarch something to use, if you have a Jump Pack or Jetbike, give him the Reaper Launcher as he can move and fire it.
I would look at taking all Warp Spiders instead of the Swooping Hawks. The Fire Dragons and Falcons should to able to take care of any heavy armor you come across, and the Swooping Hawks aren't very good at shooting.
Drop the Warlock from the jetbikes. It won't do much, and isn't worth the points. Every bike should have a Scatter Laser or Shuriken Cannon, which one is up to you. Most people take the Scatter Laser for the extra range and shot, but Shuriken Cannons are great at taking out monstrous creatures.
The Falcons should take an underslung Shuriken Cannon and you can choose to take holo-fields in order to increase their surviveability.
Small Windrider squads are great to keep in reserve. Late game taking of objectives with them is key to many people winning games with Eldar.
Hope this helps!
July 9th, 2016, 12:12
Thank you for the reply!
So do you think the scatter laser upgrade for the small windriders squads is worth the points, even when the idea is keeping them in reserve most of the game?
About the warlock from the jetbikes, I like the model, so if it's only a "not optimal" choice I would keep it. But if it's an awful choice I will sacrifice him with a tear. What do you think? :good: or :bad:?
July 10th, 2016, 23:26
I think you will want to have the Scatter Lasers for the Jetbikes because you will generally see them on the board by turn 3 (even with the Autarch adjustment), and you will want to be able to use them for shooting. One round of shooting 12 shots at S6 can really help out. The upgrade is absolutely worth the points (either Shuriken Cannon or Scatter Laser).
The Warlock can help lock up an opponent if they choose to assault your squad, but I wouldn't really rely much on his psychic powers. One warp charge isn't much. The Witchstaff can do some damage in closet combat, but he just won't hold up over time. While it is a cool model, the points would be well spent increasing your shooting. A Seer Council is the way to go if you really want psychic powers to roast your opponent with, but it is extremely point heavy to build.