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1750 Eldar

PostPosted: Tue Aug 14, 2012 10:26 pm
by Timber
HQ: Avatar (155)
HQ: Autarch on Jetbike (JB), Fusion Gun, Laser Lance, Banshee Mask (133)
Tr: Guardian JB x3 w/ shur.can., Warlock w/ Enhance (139)
Tr: Guardian JB x3 w/ shur.can., Warlock w/ Embolden (129)
Tr: Guardian JB x3 w/ shur.can. (76)
Tr: Dire Avengers x7 + Exarch w/ Bladestorm, mounted in Wave Serpent w/ TL Missile and Shur.Can. (263)
FA: Shining Spears x3 + Exarch w/ Star Lance and Skilled Rider (177)
FA: Warp Spiders x6 + Exarch w/ 2 Death Spinners, Powerblades, Surprise Assault (intended to deep strike), and H&R (206)
FA: 1x Vyper w/ Scatter Laser and Shur.Can. (70)
El: Fire Dragons x6 (no exarch)(96), riding in:
Hv: Falcon w/ Scatter Laser (130)
Hv: Dark Reapers x5 (no exarch) (175)

Total: 1749 pts

Ok, so I made the list using portions of what I have, i.e. can field. Other models are in the works but not done yet. Based on what I have, the army becomes a lot more fun at the 2k points mark.

Anyway, advice appreciated. In particular, I'm wondering which HQ should be named Warlord, what ability group I should choose, and how I should try to use it.

I want to use the Avatar as a 26.5" circle of fearlessness, so break checks become a non-issue (especially with the absence of added wounds in 6th Ed). The squad of JB's w/ the Enhance Warlock will join the Autarch and try to get into CC. The Squad of JB's w/ the Embolden Warlock might try to out-flank, getting away from the fearless-bubble (thus, embolden). The Warp Spiders will try to Deep Strike, shoot up a vehicle of some sort, then teleport away, and later be used as an assault and charge group, using the benefit of assault weapons, HoW, and the exarch's PW's, but willing to disengage and do it again if necessary. The Shining Spears are intended to get close, shoot, then charge w/ HOW and their S6/S8 PW's. The Scatter Lasers on the Vyper and Falcon and the multiple Shur.Can.'s in the army are intended for potential anti-tank usage. The Fire Dragons are in a drop-off-and-shoot anti-tank or anti-character role. The Dark Reapers are there to kill SM's and cry when they see SM Termies, and be the anti-troop "long arm" in a very short ranged army. Dire Avengers are targeted toward anti-infantry with heavy shooting, ofc. I modeled Missile Launchers on my Wave Serpents prior to the new rules, so F* me, shoulda gone with S6 (I may work to rectify that), but I'm still fielding the one. I went for low vehicle count under the new rules due to hull points, but I still hope they get some troops out there. I didn't take a 35 pt. holo field on the falcon, and I may regret it, but at that point cost it doesn't seem worth it given how Hull Points work.

Re: 1750 Eldar

PostPosted: Wed Aug 15, 2012 10:04 am
by n00bzilla99
The Warlord rules state that the model with the Highest Leadership in the HQ slot MUST be the Warlord, so in your case, I think the Avatar (unless the Autarch is ld 10 too then you get to choose). As for the list.

I think Shining Spears are pretty wasteful, and with only 2 vehicles, your skimmers are going to get easily shot out of the sky. I feel this list can be out shot by pretty much anything.

Re: 1750 Eldar

PostPosted: Wed Aug 15, 2012 10:17 am
by Generalissimo_Fred
Joe makes some good points. The Avatar and dark reapers dont seem to fit the fast moving style of the main force of the army. I think the jetbikes, shining spears, warp spiders, falcon, serpent and autarch are all good fast moving units. Your static firebase is the Avatar, reapers and war walkers. War walkers can outflank which gives them some decent mobility, but the avatar and reapers just dont seem to fit. The Avatar really needs a farseer to get fortune and make it become a good threat. I would consider removing the avatar and reapers and go with more hard hitting fast movers or beef up the jetbike squads in the troop slots.

Re: 1750 Eldar

PostPosted: Wed Aug 15, 2012 5:07 pm
by Timber
Made some revisions based on feedback.

HQ: Autarch on Jetbike (JB), Fusion Gun, Laser Lance, Banshee Mask (133)
Tr: Guardian JB x3 w/ shur.can., Warlock w/ Enhance (139)
Tr: Guardian JB x3 w/ shur.can., Warlock w/ Embolden (129)
Tr: Guardian JB x3 w/ shur.can. (76)
Tr: Dire Avengers x7 + Exarch w/ Bladestorm, mounted in Wave Serpent w/ TL Missile and Shur.Can. (263)
FA: Shining Spears x3 + Exarch w/ Star Lance and Skilled Rider (177)
FA: Warp Spiders x6 + Exarch w/ 2 Death Spinners, Powerblades, Surprise Assault (intended to deep strike), and H&R (206)
FA: 1x Vyper w/ Scatter Laser and Shur.Can. (70)
El: Fire Dragons x7 +Exarch w/ Firepike, crack shot, tank hunter, mounted in Wave Serpent w/ Missile (288)
El: 5 Banshees + Exarch w/ executioner, war shout, acrobatic (128), riding in:
Hv: Falcon w/ Scatter Laser (130)

Total: 1739 pts

Essentially I dropped the Avatar and Reapers, added banshees, dragon exarch, and another Wave Serpent. I will also probably remake the WS to be TL Scatter Lasers

Re: 1750 Eldar

PostPosted: Thu Aug 16, 2012 12:34 pm
by Generalissimo_Fred
You know I think I like the first list better. The Avatar and Reapers, though not Fast moving units, did provide some serious firepower. I'm all confused. So far I like the first list best.

Let me tell you I am a big proponent of making a list with the models you own and the style that you play. In that I mean I don't want to suggest changes that radically alter your play style or cause you to buy $300 of new models. In that respect if taking out the Avatar and Reapers gets you the small Banshee squad and a Wave Serpent I say keep the Avatar and Reapers.

Re: 1750 Eldar

PostPosted: Thu Aug 16, 2012 1:44 pm
by Timber
The other models I have to work with are 5 more bikes, enough Fire Dragons to field a full squad of 10, 2 more vypers (1 w/ double shur.can and 1 w/ shur.can and scat.las) and, possibly by tourney time, 7 ranger/pathfinders.

I think I just need to get it on the field and start to see what works and what doesn't.

Re: 1750 Eldar

PostPosted: Sat Aug 18, 2012 12:41 am
by Timber
Another list for review:

HQ: Autarch on JB w/ laser lance, fusion pike, fusion gun, mandiblaster (140)
TR: Dire Avengers x7+ Exarch w/ bladestorm, Diresword mounted in Wave Serpent w/ TL Shur.Cat. and TL Scatt.Las (248)
TR: Guardian JBSquad x3 w/ Shur.can. and Warlock w/ Embolden, Sing.Spear (129)
TR: Guardian JBSquad x3 w/ Shur.can. and Warlock w/ Enhance, Sing.Spear (139)
FA: Shining Spear x3 + Exarch w/ star lance (167)
FA: Warp Spiders x6 + Exarch w/ powerblades, 2x deathspinner, and Surprise Assault (191)
FA: 3 Vypers: 1 shur.can.x2, 1 Scat.las + shur.can., 1 Starcannon + shur.can (210)
El: Fire Dragons x9 (no exarch) mounted in Wave Serpent w/ TL Scat.Las (269)
El: Banshees x5 + Exarch w/ Acrobatic and Executioner (123), mounted in:
Hv: Falcon w/ Scat.Las. (130)

Total: 1746

Re: 1750 Eldar

PostPosted: Sun Aug 19, 2012 2:12 am
by Hero Jones
Anything over 6 Fire dragons, is a waste of points in my opinion. Add more Spiders or Banshees. Those are the squads that are going to need the bodies. Fire Dragons get out and kill one vehicle. They live past that great, but otherwise consider them dead as soon as you get out. Makes it that much nicer when they don't die. Lol.

HJ

Re: 1750 Eldar

PostPosted: Sun Aug 19, 2012 10:24 pm
by Generalissimo_Fred
I think in 5th 6 Fire Dragons were enough, but in 6th they can kill monstrous creatures with meltabombs in assault. You just have to survive the initial attacks because they are initiative 1 when using meltabombs in assault. I think because of this they need bigger numbers now. Banshees on the other hand seem to have no purpose anymore. Harlequins outclass them in every way and with the new rules that nothing can assault out of a transport even if it stood still (except assault vehicles or opened top transport vehicles which the Eldar do not have), it means Banshees have to hoof it on foot or sit there and absorb a round of shooting before getting hit again with Overwatch.

Re: 1750 Eldar

PostPosted: Mon Aug 20, 2012 10:58 pm
by Timber
I agree that Banshees are sort of "right out" in this version. Here's a new/revised list for comment, with much input from Fred, who was a fun opponent with a keen interest in the rules side of the game and a kick-ass army to try to go up against.

HQ: Autarch, JB, Laser Lance, Fusion Gun, Mandiblaster 140 pts
HQ: Farseer, Spear, Spirit Stones, JB, Doom, Fortune --163 pts
El: Fire Dragons x8 + Exarch w/ crack shot mounted in Wave Serpent w/ 2L ML -- 289
Tr: JBx7 (2 cannons) + Warlock w/ spear and enhance -- 237
Tr: JBx3 w/ cannon -- 76
Tr: JBx3 w/ cannon -- 76
Tr: Dire Avengers x7 + Exarch w/defend, PW, and shield -- Mounted in Wave Serpent w/ 2 ML -- 268
FA: Warp Spiders x7 + Exarch w/ pwrblades and 2xSpinner, Surprise Assault and Withdraw -- 228
Hv: Wriathlord w/ 2 flamers, Bright Lance and Sword -- 140
HV: Falcon w/ Scatter Laser -- 130
Total 1747

The Farseer, Autarch, and 7-man JB will join in one unit w/ +1I/WS, and the rest is as expected. Thoughts?

Re: 1750 Eldar

PostPosted: Mon Sep 17, 2012 1:06 pm
by seahawk
Two autarchs with JB, Fusion, LL, and Mandiblasters is my preferred way to use them. Give them some ablative wounds, then have them obliterate a squad of marines. It's rawrsome!