View Full Version : 2k Eldar List
EldarKrider
04-21-2011, 07:48 AM
Just seeing if I could get some honest opinions on what I may need to fix with this army of mine!
HQ 210
Uldrad
Elite 301
9 Howling Banshee exarch with Executioner and warshout
1 Wave serpent with TL Missile Launchers and spirit stones
Troops 842
10 Storm Guardians 2 with flamer warlock with destructor
1 Wave serpent with TL Bright lance and spirit stones
9 Dire Avengers exarch with 2 avenger SC and Bladestorm
1 Wave serpent with TL Bright lance and spirit stones
9 Dire Avengers exarch with 2 avenger SC and Bladestorm
1 Wave serpent with TL Bright lance and spirit stones
Fast 230
9 Warp Spiders exarch with X2 deathspinners and withdraw
Heavy 410
3 Warwalkers with Scatter lasers
2 Fire Prisms
Let me know what you think!
Image
04-21-2011, 11:44 PM
Warwalkers with scatter lasers are amazing and I personally prefer two units of them. Fire prisms are beautiful models but too susceptible to being shaken/stunned for too little output, I think. So, personally, I'd drop both of them.
I think you need some fire dragons in there and I think mounting them is always a good choice, especially considering you have so many mounted units already. Tank hunters isn't a bad upgrade, but I don't think it's necessary considering the melta weapons. But for anti-tank options, I think you might be a bit too reliant on those TL bright lances, which are a bit expensive for what they do. I think they're worthwhile, but too few to reliably take out anything AV12 or above.
I love the two squads of DA you have. Great units. I personally take a unit for Eldrad to join. I put him with a squad of DA with shimmershield and defend. Both powers, coupled with fortune, make for a really tough, tar pit unit. Not certain on the points, but I'd replace the guardians for that squad.
Warp spiders I consider to be a lot of fun, but quite pricey. Give them a doom/guide, however, and their Rate of Fire is excellent. Fragile in what is otherwise a mech list, so I'm on the fence with this unit. Similarly to banshees. Great for dealing with FNP which is becoming more and more prevalent, but you really want that charge and doom up.
Based on the concern for the banshees and warp spiders, you may consider warlocks who are honestly able to deal with anything it seems. With doom, fortune, their heavy flamers are ridiculous and the supporting psychic powers make them about as strong of a tar pit unit as the DA, but hit back way harder.
As you have it, I don't see anything terrible, but I do think there are stronger options. It seems like a pretty standard mech list and I don't think you absolutely need to change anything, but some food for thought. :)
davel
04-24-2011, 01:42 AM
list looks sound
you will need to have a plan for eldrad most squads will benefit from doom and guide ( banshee doom and mind war on power fist sarg) which squad will he go with.
your army lends it self to a all reserve strategy but that works best with Autarchs.
holofields are a good investment on prisms, but as as ever with eldar will suck away points
dave L
Da Gargoyle
04-25-2011, 11:10 PM
Looks like quite an interesting list, though I don't have the walkers or enough spiders for it myself. But I am just beginning to experiment with a similar listing.
I popped an Autarch in with 10 Scorpions in a wave serpent, TL Missiles. I have a Banshee unit also but I lean towards the scorpions because of the multiple attacks and 3+ armour saves. I seem to kill more in assault with them, even marines.
I also dropped a dire avengers squad in a Wave serpent with the missiles same as your list.
My second troops choice was 5 jet bikes with a warlock with destructor and singing spear.
And I chose a wraith lord with missile launcher.
This was for a 1000 pt game , hasn't actually battled yet but a similar force was taking on an IG force with two hydras and a hell hound. The difference was a storm guardian squad because I forgot to pack the jet bikes.
I lost by 1 kill point due to lousy rolls on the damage table. The scorpions took down any IG they could get to and the SG were looking to toast some more when the random game turn ended after turn 5. What cost me was losing both serpents to the hydras which ignore the cover rule and spit out a phenomenal rate of fire.
I needed the jet bikes to increase the target threat on them. And that may be where you might benefit from bikers over the walkers.
The bikes are tough, get that extra 6" move and can seriously upset infantry or armour with the singing spear. If you drop the far seer on a bike that may help to.
ArmyC
04-26-2011, 11:38 AM
It's Eldrad.
Here is a nice combo that will ruin your opponent's day.
2 units of War Walkers, 1 Night Spinner, Eldrad
Guide on both Walker units, Doom your target.
Shoot everything, but the Night Spinner goes last.
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