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Discussion Starter · #1 ·
Okay, I'm a terrible eldar player, and not sure why. But as I've said before, once I put my army on the table, it tends to fall apart rather quickly. Turn 2 or 3 tend destroy me, and then I gimp to a withdrawal around turn 4 or 5.

My 1,000 point list tends to look like the following:

HQ
Farseer w/ Doom 80 points

Elites
6 Harlies, shadowseer, 6 kisses: 162 points

Troops:
9 direavengers, Exarch, Bladestorm, 2 shuricats: 140 points
Wave serpent, twin-linked shuriken cannons, t/l shuriken cats, spirit stones, vectored engines: 110 points

6 pathfinders: 144 points

Fast Attack:
Vyper w/ shuriken cannon, twin-linked shuriken catapult: 50 points

Heavy:
Falcon w/ pulse laser, star cannon, t/l shuriken catapult, spirit stones, holofield, vectored engines: 205 points

War walker w/ 2 shuriken cannons: 40 points
War walker w/ 2 EMLS: 70 points

Total: 1001

I'm not a big fan of the war walkers, and am probably going to drop them. They make nice anti-tank, but die way too easily. Sadly, my friends think they rock and won't shut up about them. I tend to use them just to not hear about it.

I'm also thinking of dropping the vectored engines on the wave serpent. That should be enough points to play around with.

The pathfinders are usually a decent edition during the first two rounds when it's all shooting, but get swamped in CC pretty quickly so don't make their points back.

So, I'm still thinking of adding another CC squad (I have scrops and banshees), or fire dragons, or some guardians with a scatter laser. I also have dark reapers and jetbikes. In case you can't tell, I have a lot of stuff in an effort to make a viable list, and fail to do so each week.

This is my second time making a post like this, so any help is still REALLY appreciated. To be very honest with you, what I'm lacking is an understanding of how each unit supports another. So many people talk about using the eldar units in concert, but no one ever explains what units work well together. THIS is where I really need help.
 

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The Fallen
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Okay, I'm a terrible eldar player, and not sure why. But as I've said before, once I put my army on the table, it tends to fall apart rather quickly. Turn 2 or 3 tend destroy me, and then I gimp to a withdrawal around turn 4 or 5.
ok read this and then looked through the list, and my thoughts were confirmed, however you are clearly aware of them from your last bit:
This is my second time making a post like this, so any help is still REALLY appreciated. To be very honest with you, what I'm lacking is an understanding of how each unit supports another. So many people talk about using the eldar units in concert, but no one ever explains what units work well together. THIS is where I really need help.
rather than hack this list around and give you my own, (or someone elses) view of an army and run the risk of producing something you dont enjoy using or dont quite get and the problems remain the same.

I would sugest therefore, that we try and grow this organically, from your own thoughts and ideas, and colour it for you.

To start with then, how do you want your army to work?
just blow about 5 or so ideas, this can be colour scheme or anything, eg, describing myself:
I like fast mobile armies
I tend to favour shooting over assault
I like Siam hann fluff

(little wander you may say that 2 of my 3 eldar armies are Siam Hann)

anyway, throw up your thoughts, and we will then try and help you develop it from there
 

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I agree with Cheredanine's points, but if you want to feild a successful list, maybe tell us who your regular opponents are!
I know what its like to play an army you like, but have little success in, so maybe tailor your army a tad to give you an edge but not be cheesy and ruin the game for your opponent!
e.g. playing MEQ's? Take reapers. Orks? Scatter lasers all round! little things like that.
The look at combing your units for best effect e.g. having a guide seer for your reapers at the back, or a jetbike/spear autarch to boost things up at the combat front.
 

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Discussion Starter · #4 ·
Hey, thanks again Cheredanine for the helpful post (and to ajay too!). I hope bolding the last bit didn't come across too poorly. I find people get caught up in carving up the list, and not enough time is spent with the tactical part. I think this is my 4th forum asking for help, but definitely the most successful so far. So, thanks all for being friendly and helpful (A combination I had yet to find elsewhere).

So, about my lists:
I like the eldar troops and elites more than anything.
The mech stuff doesn't really impress me (wraithlord, war walkers, or jetbikes)
I like the speedy tanks
My list always has at least one vyper to protect the back of my falcon and serve as a late game objective grabber

My army has no color scheme. It's true! I started playing with the new codex and the fluff behind it got rid of craftworld specific lists so I paint my army to reflect that. :) D/As are blue and scab red, scorpions are brown, guardians are gray and green, pathfinders are forest camo... etc.

My favorite unit has to be the striking scorpions, but I have yet to use them well. They are followed by harlies, and then dire avengers.

My main opponents are Tau, Necrons, Tyranids and Orks. I've never played a single game against space marines (can you believe that?)

hmm... actually ajay, a guideseer nex to some dark reapers, supporting some scorps is a great idea... that could be a pretty good start for a list...
 

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Hey, scorps are my favorite unit too! And lucky for you, they are very effective against nids and orks (although admittedly they tend to hit a brick wall against genestealers). Dark Reapers, however, mow down stealers very well, especially since most nid players keep their squad sizes small to avoid them killing too much in combat. They can also, in a pinch, be effective against Carnifexes, provided they aren't T7 or 2+ save (so basically elite fexes). So ajay's idea can't be beat there.

Reapers can also help against necrons, though for them the only strategy I can really suggest is to fight them like you would marines (lots of reapers or starcannons) and ignore the monolith unless you have D-cannons or wraithcannons, which would probably be handy to have anyway.

I haven't played tau too much, but they can be a tough nut to crack, mainly since you want brightlances to deal with suits and vehicles, which for me means warwalkers, but the fact that every tau gun is actually capable of getting a penetrating hit on them means that their life expectancy is apallingly short. So sorry I can't be much help there. For orks, scatterlasers, scatterlasers, more scatterlasers, and still more scatterlasers. All the time. Shuricannons on vypers also work, but for any falcons and waveserpents, scatterlasers and the chin shuricannon.

Hope that helps:)
 

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Discussion Starter · #6 ·
I can honestly say that for the first time since looking for help on line, everything everyone has said has been helpful! People were just as helpful in the last thread I made like this too. Yay librarium online!

I do try to tailor my lists based on the army I'm fighting. I'm at work, and don't have my codex with me, but here's what I'm thinking so far for a core

HQ
Fareseer w/ Guide
(sits with dark reapers)

Elites:
5-6 harlies w/ 4-6 kisses (depending on points) and a shadowseer
(rides in a falcon and is aggresive)

6 scorps(tyranids or orks) or howling banshees (against necrons)

Troops:
10 dire avengers
10 guardians w/ scatter laser

Wave serpent w/ twin linked scatter lasers

Fast Attack:
Vyper w/ shuriken cannon

Heavy:
3 dark reapers
Falcon

I'll have to play around with points and see what I can do, but so far, it looks possible to do this at 1,000.
 

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woa, dont jump the gun,
so we have covered off some parts, it would be usefull to know if you prefer shooty based or assault based lists to be honest, however in the mean time.. you have another area of confusion, the phrase Mech is usually an abreviation of "mechanised", a standard military term to mean "riding in a transport, I asume from your post you meant you like the tanks but not the monsterous creatures?

ok well a little but further, how about wave serpents?
see first point is any army you face will have a degree of anti tank, for the sake of arguements lets say las cannons, these can probably deal with about 2 targets in 1000 points, now for eldar that means that 2 of your tanks (wave serpents, falcons or fire prisms) will spent every round stunned or dieing, other targets are those monsterous creatures (avatar and wraithlord) so taking one thing from that list is bad, your opponent is in his comfort zone, taking 2 is likely to struggle, ideally you want 3 or more (you wont get more in 1000 points) and then you will find you have a very small army.

(see how we are already working things together - dont take 1, take none or three, we dont care which tanks)

now you need to be carefull because of a number of factors here, firstly you dont seem to list any serpents as I recall, can we assume you will not be buying 2 in short order? I ask because it does effect what will work well, eg:

DA in serpents can deliver a huge ammount of firepower with pin point accuracy, on foot they are more general firepower unit but also make a good buffer to absorb charges from assault squads allowing you to counter charge with specialist assault units.

Scorpions are a good unit and work well in 1000 points,but lets see where else we get to because they can colaborate with others well too

Harlequins, well no, sadly these are vastly over rated, once on foot they pose little threat for any sort of mobile firepower, in the list of armies you quote, Tau can obliterate them with ease, boys in trucks, spine gaunts and destroyers will all own them, sure you can protect them with a falcon, but suddenly you are spending close to 400 points to get 6 guys into combat and if your opponent does it right, the next turn you are dead

so, try and answer the above and we will see where we can go from there
 

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Discussion Starter · #8 ·
I always thought a "mech eldar army" meant wraithlords, jetbikes, and other anime type mechanized units, not riding in a transport. I enjoy the eldar transports, they're very difficult to kill.

I own a wave serpent and a falcon :) I really don't want to buy another tank unless I have to...

I really like a well balanced list of shooty and assault. A little of both if that's possible. However, if I must pick, I'd lean towards close combat. However, I'd want a shooty list against tyranids and orks...

Harlies strike me as the ultimate CC unit, and have no problem mounting them in a falcon, and supporting them with something else, but we'll have to differ on that opinion I guess. I've managed to make my friends upset when I use them correctly, but I'm willing to see where this goes. :)

Thanks for the help!
 

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OK, Brilliant, lets play with some of this
I always thought a "mech eldar army" meant wraithlords, jetbikes, and other anime type mechanized units, not riding in a transport. I enjoy the eldar transports, they're very difficult to kill.
I think you are confusing Mech with a more manga type term, but no, mech = mechanised = transported in tanks (in modern parlance, Bradleys, Warriors, BMPs etc)
I own a wave serpent and a falcon :) I really don't want to buy another tank unless I have to...
hmm ok, well as above, at this level of points, with 2 tanks a good player will stun or shake them both most turns, ocasionally getting other results (destroyed and imobalised being your downfall), if the main purpose of the serpent is transport then this isnt really a problem for it, however the falcon is a tank, not being able to shoot relegates it to a transport, it would be better if it were another serpent, but ok we can live with it, I would recomend evntually getting another serpent
I really like a well balanced list of shooty and assault. A little of both if that's possible. However, if I must pick, I'd lean towards close combat. However, I'd want a shooty list against tyranids and orks...
If you try and do both in equal ammounts you tend to end with a jack of all trades master of none, out and out shooting armies or assault armies will have an edge on you, but with Eldar there is the chance that you can co-ordinate so lets see what else:
Harlies strike me as the ultimate CC unit, and have no problem mounting them in a falcon, and supporting them with something else, but we'll have to differ on that opinion I guess. I've managed to make my friends upset when I use them correctly, but I'm willing to see where this goes. :)
[/quote
Harleys are superb when they hit, but they are terribly easy to take out, as above any mobile shooting unit will eat them in droves, and even if they get to assault if you kill on your turn that leaves you dead in the water under your opponents guns

They do make better lures but only in larger armies.

OK then, in summary, the models you have are:
Farseer
6 harleys (including shadow seer)
10 DA (exarch with 2 cats)/pathfinders
vyper (shuriken cannon)
Serpent (shuri cannons)
falcon (star cannon)
War walker with 2 shuriken cannon
war walker with 2 EML
3 dark reapers (exarch?)
some ? bikes

you would like to add combat elements like banshees or scoprions

ok some issues:
(note: for each component of your army, ask "what does it give me? do I need what it gives me? can anything else do it better or cheaper?)

1. Farseer - ok what it it giving you? it fills mandatory HQ slot, but guiding reapers, (currently 6 shots which hit on 3s is a waste on average you get 2 re rolls, you could get slightly better results by adding another reaper. There for your HQ needs rethinking, but dont worry about it for the moment (by rethink it may remain the same in the ultimate incarnation but for the moment it is not achieving anything)

2. harleys - as above, pretty ineffective against fast armies, and you are using the falcon as a delivery system, that is a 200 points tank whose abilities you are compromising to deliver a 6 man unit. Harleys, even harleys in a falcon may have a place in larger armies, but for now lets strip them out

3.Scorps or banshees : in either case you need a full squad in 1000 points, 6 man squad will work in combat patrol but sheer weight of numbers in your opponents squads will result in attrition, also if you use banshees you need to get them a serpent. again lets cut them out for the moment

4. DA, always take an exarch with bladestorm, if they have a tranport give the exarch dual cats. If they dont, then take shimmer shield and defend. That gives you a zoom up and unload squad if tranported, if not you get up, shoot and cope with the charge (you will need a counter assault unit to dig them back out) if on foot.
It would be better to give the DA the serpent rather than the guardians, also read the point below about equiping vehicles

5. small point but better to have 2 cannon on the vyper

6. Reapers need an exarch, with what you have, I would go for tempest launcher and quick shot

7 walkers - walkers are fine, superb even, but you clearly havent seen how to use them, I have 7 of them, look at this:
squad of 3 each with 2 scatter lasers = 24 shots, 12 hits, use guide, 18 hits, mostly that is 15 wounds, even against marines that is half a squad wiped out, against lighter infantry it will take a whole squad, and dont even think about what it does to light vehicles, eg ork trucks

8 tank wargear:
this only applies to tanks, not vypers or walkers:
always take spirit stones, wherever possible (all but serpents) take holofields. If you are transporting assault troops, eg banshees, harleys, scorps, take vectored engines


ok, so thus far, with what you have, the only real certainty is the DA in a serpent.
you can also include the falcon, you need to consider what will fill the second troop choice.

To use the DA effectively you zoom up, leap out and shoot, but they will need one of 2 things:
a) you need to disperse your opponents army, classically this is more the realm of the jetbike army
b) more commonly, they cant do this alone, they will need help, either from another DA squad or from something like: spiders, infiltrating scorps, an assault unit in a transport

Your current list of troops offers little help with this, therefore unless you are shopping for more DA and serpents, we are looking at probably either spiders or scorpions.

your second troop choice therefore needs to be ubiquitous, or interchangable.
You are right on the pathfinders, they are only really sensible if you know you are facing appropriate targets and most of your army goes up the field so the bulk of the fight takes place in his deployment zone.
The bikes are a nice option as you are short on AT weaponry, a 3 man bike squad acocmpanied by a warlock on a bike with embolden and a singing spear can tank hunt cheaply and efficiently.
the Guradians are ok ish, but you need a warlock with conceal

try choosing some support for the DA and lets see wheere we go from there.

One thing you could consider is an aspect squad with a pheonix lord, either infitrating scorps with khadras or Jain Zhar and a 5 man (including exarch) banshee squad in the falcon (the inclusion of Miss Zhar will give the squad sufficient killing power to quote with lower numbers)
 

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The Fallen
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OK, Brilliant, lets play with some of this
I always thought a "mech eldar army" meant wraithlords, jetbikes, and other anime type mechanized units, not riding in a transport. I enjoy the eldar transports, they're very difficult to kill.
I think you are confusing Mech with a more manga type term, but no, mech = mechanised = transported in tanks (in modern parlance, Bradleys, Warriors, BMPs etc)
I own a wave serpent and a falcon :) I really don't want to buy another tank unless I have to...
hmm ok, well as above, at this level of points, with 2 tanks a good player will stun or shake them both most turns, ocasionally getting other results (destroyed and imobalised being your downfall), if the main purpose of the serpent is transport then this isnt really a problem for it, however the falcon is a tank, not being able to shoot relegates it to a transport, it would be better if it were another serpent, but ok we can live with it, I would recomend evntually getting another serpent
I really like a well balanced list of shooty and assault. A little of both if that's possible. However, if I must pick, I'd lean towards close combat. However, I'd want a shooty list against tyranids and orks...
If you try and do both in equal ammounts you tend to end with a jack of all trades master of none, out and out shooting armies or assault armies will have an edge on you, but with Eldar there is the chance that you can co-ordinate so lets see what else:
Harlies strike me as the ultimate CC unit, and have no problem mounting them in a falcon, and supporting them with something else, but we'll have to differ on that opinion I guess. I've managed to make my friends upset when I use them correctly, but I'm willing to see where this goes. :)
Harleys are superb when they hit, but they are terribly easy to take out, as above any mobile shooting unit will eat them in droves, and even if they get to assault if you kill on your turn that leaves you dead in the water under your opponents guns

They do make better lures but only in larger armies.

OK then, in summary, the models you have are:
Farseer
6 harleys (including shadow seer)
10 DA (exarch with 2 cats)/pathfinders
vyper (shuriken cannon)
Serpent (shuri cannons)
falcon (star cannon)
War walker with 2 shuriken cannon
war walker with 2 EML
3 dark reapers (exarch?)
some ? bikes

you would like to add combat elements like banshees or scoprions

ok some issues:
(note: for each component of your army, ask "what does it give me? do I need what it gives me? can anything else do it better or cheaper?)

1. Farseer - ok what it it giving you? it fills mandatory HQ slot, but guiding reapers, (currently 6 shots which hit on 3s is a waste on average you get 2 re rolls, you could get slightly better results by adding another reaper. There for your HQ needs rethinking, but dont worry about it for the moment (by rethink it may remain the same in the ultimate incarnation but for the moment it is not achieving anything)

2. harleys - as above, pretty ineffective against fast armies, and you are using the falcon as a delivery system, that is a 200 points tank whose abilities you are compromising to deliver a 6 man unit. Harleys, even harleys in a falcon may have a place in larger armies, but for now lets strip them out

3.Scorps or banshees : in either case you need a full squad in 1000 points, 6 man squad will work in combat patrol but sheer weight of numbers in your opponents squads will result in attrition, also if you use banshees you need to get them a serpent. again lets cut them out for the moment

4. DA, always take an exarch with bladestorm, if they have a tranport give the exarch dual cats. If they dont, then take shimmer shield and defend. That gives you a zoom up and unload squad if tranported, if not you get up, shoot and cope with the charge (you will need a counter assault unit to dig them back out) if on foot.
It would be better to give the DA the serpent rather than the guardians, also read the point below about equiping vehicles

5. small point but better to have 2 cannon on the vyper

6. Reapers need an exarch, with what you have, I would go for tempest launcher and quick shot

7 walkers - walkers are fine, superb even, but you clearly havent seen how to use them, I have 7 of them, look at this:
squad of 3 each with 2 scatter lasers = 24 shots, 12 hits, use guide, 18 hits, mostly that is 15 wounds, even against marines that is half a squad wiped out, against lighter infantry it will take a whole squad, and dont even think about what it does to light vehicles, eg ork trucks

8 tank wargear:
this only applies to tanks, not vypers or walkers:
always take spirit stones, wherever possible (all but serpents) take holofields. If you are transporting assault troops, eg banshees, harleys, scorps, take vectored engines


ok, so thus far, with what you have, the only real certainty is the DA in a serpent.
you can also include the falcon, you need to consider what will fill the second troop choice.

To use the DA effectively you zoom up, leap out and shoot, but they will need one of 2 things:
a) you need to disperse your opponents army, classically this is more the realm of the jetbike army
b) more commonly, they cant do this alone, they will need help, either from another DA squad or from something like: spiders, infiltrating scorps, an assault unit in a transport

Your current list of troops offers little help with this, therefore unless you are shopping for more DA and serpents, we are looking at probably either spiders or scorpions.

your second troop choice therefore needs to be ubiquitous, or interchangable.
You are right on the pathfinders, they are only really sensible if you know you are facing appropriate targets and most of your army goes up the field so the bulk of the fight takes place in his deployment zone.
The bikes are a nice option as you are short on AT weaponry, a 3 man bike squad acocmpanied by a warlock on a bike with embolden and a singing spear can tank hunt cheaply and efficiently.
the Guradians are ok ish, but you need a warlock with conceal

try choosing some support for the DA and lets see wheere we go from there.

One thing you could consider is an aspect squad with a pheonix lord, either infitrating scorps with khadras or Jain Zhar and a 5 man (including exarch) banshee squad in the falcon (the inclusion of Miss Zhar will give the squad sufficient killing power to quote with lower numbers)
 

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Discussion Starter · #11 ·
I just wrote a very long response to your last post, and when I hit submit, I was told that I was no longer signed in, and when I did sign in, the response was gone.

But, here's the basic idea. I'm not patient enough to "organically grow" a list like this. so far, we've exchanged 6 posts, and all we have is "10 DA's in a wave serpent." As for your question about what supports them... I don't know. I don't know. I haven't learned by doing, so now someone has to tell me.

It also seems like we have very different ideas on what we want to use for our eldar list.

Here's what I own
HQ:
Farseer
Autarch
Warlock

Elites
10 Scorps
6 harlies and a shadowseer
10 banshees
10 fire dragons

Troops
20 DA's
10 guardians w/ platform
3 jetbikes
wave serpent

Fast Attack
8 Swooping hawks
1 vyper

heavy
2 war walkers
falcon
5 dark reapers w/ exarch

Here is what I absolutely will not use
War Walkers - they die too easily. I'm sure 7 war walkers work for you, but when I play tau, orks or necrons, one enemy unit is able to knock out a war walker very easily, and the other units can then fire at my entire army. When I field two tanks, they soak up a lot of firepower and leave the rest of my army free from enemy fire.

Jetbikes - 96 points for 1 shuricannon is crazy. And they ahve no range. I can get a vyper for 60 points and have two shuricannons.

I'm sorry if I'm coming across frustrated, but I'm really annoyed that my last post just got lost like that.
 

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I'm going to be honest with you. In my opinion Scorpions are ALWAYS (open to debate) a better choice than banshees unless you're opponent is deathwing or something. the S4 combined with infiltrate and the 3+ save is just delicious. that exarch can have 5 S6 attacks on the charge and the other lads have 4 S4 attacks each. too good to be true. in my opinion reapers have never been worth their points without their exarch, and then he's too expensive so you have to be careful with him. hope this helps.
 

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I'm going to be honest with you. In my opinion Scorpions are ALWAYS (open to debate) a better choice than banshees unless you're opponent is deathwing or something. the S4 combined with infiltrate and the 3+ save is just delicious. that exarch can have 5 S6 attacks on the charge and the other lads have 4 S4 attacks each. too good to be true. in my opinion reapers have never been worth their points without their exarch, and then he's too expensive so you have to be careful with him. hope this helps.
I debate the scorpions opinion :p
Every unit is good for something, and bad at almost everything else. I've had a kitted unit of scorpions literally bounce off an average unit of MEQ's, and I don't understand why people say scorp's own swarm units..... I always use banshees and Harlequins as my main assault units, and instead deal with swarm units with my most favourite of tactics (for which, Just_Will, I would HIGHLY recommend buying another serpent for); 2 wave serpents with scatter lasers, and 2 bladestorming DA units jumping out of them (yes you've heard it before, but it really is that good).
As support, I would use Banshee's in your falcon, with your Harlequins pegging it across the board (the enemy cant see them most of the time, they are fine) and possibly the Hawks supporting too. I think I am one of the few Eldar players who still uses his Hawks because I actually value them and like the way they work.


And Paddy, I cant see how the Reapers are worse without their Exarch; isn't he the only Exarch who doesnt actually boost his squads abilities in any way? He only boosts his own abilities.... But anywho, I love them!
 

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but without a little patience, you will try and rush things and that will be the death of you :)

ok well you are missing a lot of points there, or you may not have but your reply got lost..

sure we have different armies, but over the last twenty odd years I have played most eldar armies

you are missing the point entirely on the jetbikes, firstly you are not thinking anything like broad enough, a 60 point vyper will fold at the slightest hint of someone shooting at it, 4 jetbikes are much more reilient, next 4 jet bikes will draw fire off other things (typically a vyper behind them) and finally, the point I was making, that the jetbike unit, with 3 bikes, a lock with embolden and a singing spear, is a good anti tank unit, nothing to do with the shuriken cannon, more to do with the singing spear,

ho hum, 6 posts and yet your eldar army, its play style and synergies have not gone from bad to good? that surprises you? ok well sorry, maybe others can give you placid one liners, Paddy made some good ones in about 4 lines above
 

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Discussion Starter · #15 ·
I'm sorry. I was VERY frustrated about having my entire post lost and couldn't remember half of what I typed at that point. I spent a lot of time trying to craft a good response. I should have waited a few hours and calmed down.

But honestly, A) I don't know where you're taking me with all this, and I don't typically like that feeling. B) I don't like jetbikes, and C) you seem to be missing my point a little. You asked me what supports dire avengers. I don't know. This is why I am making many threads about this. Please tell me what you use to support Dire Avengers. I can grasp at straws if you like. Dark Reapers? War Walkers? More Dire Avengers?

You're offering great information about what individual units do, but that's not what I need, and I don't know else to change the conversation without saying that. I know that 4 jetbikes with a farseer mounted on one carrying a singing spear can take out tanks. But I'd rather use 6 fire dragons in a wave serpent or falcon to take out tanks.

I'm not trying to be insulting, but I'm trying to get the information I need.
 

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Discussion Starter · #16 ·
I debate the scorpions opinion :p
2 wave serpents with scatter lasers, and 2 bladestorming DA units jumping out of them (yes you've heard it before, but it really is that good).
As support, I would use Banshee's in your falcon, with your Harlequins pegging it across the board (the enemy cant see them most of the time, they are fine) and possibly the Hawks supporting too. I think I am one of the few Eldar players who still uses his Hawks because I actually value them and like the way they work.
Thanks Ajay. While this means buying another wave serpent, it's exactly the type of stuff I'm looking for.

I disagree about the harlies being safe because of veil of tears, but they can move pretty fast with fleet and the ability to completely ignore terrain. I'll mull this one over. Not sure how to fit it all into 1000 points, but I'll try it out.
 

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Firstly bud I feel your pain. It really bothers me when that happens (been there, done that, etc) but letd get to the point shall we?

I have a tactica that Heiromyo has written(which is pretty good) http://www.librarium-online.com/forums/40k-finished-tacticas/86348-new-eldar-tactica.html just go down to the dire avenger's spot.

Anyways when I use Dire Avengers.... never used them before...But what I would do with them is make them go with guardians. Don't like guardians? Then put them with some other unit that you would go with. Fire Dragons is an exellent example (I'm willing to debat that) and your final option would be tossing them in a Falcon/Wave Serpent
 

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Discussion Starter · #18 · (Edited)
Firstly bud I feel your pain. It really bothers me when that happens (been there, done that, etc) but letd get to the point shall we?

I have a tactica that Heiromyo has written(which is pretty good) http://www.librarium-online.com/forums/40k-finished-tacticas/86348-new-eldar-tactica.html just go down to the dire avenger's spot.

Anyways when I use Dire Avengers.... never used them before...But what I would do with them is make them go with guardians. Don't like guardians? Then put them with some other unit that you would go with. Fire Dragons is an exellent example (I'm willing to debat that) and your final option would be tossing them in a Falcon/Wave Serpent
Thanks natlav, I will go back through that tactica and pay attention to the support/synergy part of it.

I do think that I'd be inclined at this point to use dire avengers and guardians. I can see using those as footslogging units, while using my transports for elites.

One last post for Cheredanine: honestly dude, this isn't Degobah and we're not Yoda and Luke here. Don't be so sensitive.

I should probably tell you that I am a horrible dice roller, and roll more ones than you'd think statistically or humanly possible. That gives me a lot of problems with your jetbike configuration with the warlock because it doesn't put out a lot of shots. Also, it really just is not useful against tau tanks or the monolith. And besides the ork army with tanks that I can knock out with scatter lasers, those are the only tanks I face regularly.
 

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Looking at what you own, what I would be inclined to do (and not claiming this is correct, but just my opinion!) is have a good base of troops- both squads of DAs and possibly the guardians too as a mobile fire base, also the reapers for putting down heavy fire then take some close combat options- definatly the scorpions and possibly the banshees. At 1000 points I tend not to take any armour as it invariably gets blown away in turn 1 unless you have two or three tanks- but a souped up falcon may just be able to survive....

Looking at your initial list my first thought was- ok, he only has 22 models on the table- given that things like war walkers and falcons can draw a lot of fire and so be taken out pretty quickly unless deployed intelligently- at 1000 points you could be outnumbered 3 or 4 times over depending on your opponent.

Ultimately id say draw up two or three lists and try them out- take a footslogging list based on troop choices, then try a more mechanised or aspect warrior heavy list and have a play around- you may get a few bloody noses but youll end p finding your prefered play style with eldar and developing a more effective list.
 

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Discussion Starter · #20 ·
Okay, two lists, one's a little crazy I admit, so don't hold back:

List One: For Horde Armies (tyranids/orks)
HQ:
Farseer w/ Guide (sticks with dark reapers): 75 points

Elites:
8 Striking Scorpions, Exarch w/ Biting Blade, Infiltrate: 165 points

Troops:
10 dire avengers, Exarch w/ Bladestorm, two catapults: 152 points
Wave serpent w/ twin linked shuriken cannons, spirit stones: 110 points

11 Guardians w/ scatter laser platform: 103 points

Fast Attack:
Vyper w/ 2 shuriken cannons (does this make them twin linked btw? my friends and I argue this each week): 60 points

Heavy:
4 Dark Reapers: 140 points

Falcon w/ pulse laser, scatter laser, holofield, vector engines, spirit stones: 195 points

Total: 1,000

OR

List 2: slightly crazy idea:
HQ:
Farseer w/ guide: 75 points

Elites:
6 striking scorpions w/ exarch, biting blade: 113 points
(rides in falcon!)

Troops:
10 DA's w/ exarch, bladestorm, 2 catapults: 152 points
Wave serpent w/ twin linked shuriken cannons, spirit stones: 110 points

11 Guardians w/ scatter laser platform: 103 points

Fast Attack
Vyper w/ shuriken cannon, shuriken cannon: 60 points
Vyper w/ shuriken cannon, twin linked shuriken catapult: 50 points

Heavy:
4 Dark Reapers: 140 points

Falcon w/ pulse laser, scatter laser, holofield, vector engines, spirit stones: 195 points
Total: 998
 
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