ElectricPaladin
01-07-2013, 12:51 PM
What can I say? I like jump packs.
This is a list I could actually see myself playing... in about $150 worth of Eldar purchases, and not all of them top priorities. Nevertheless, I'd love to hear your thoughts. I think I'm honing in on the strengths, weaknesses, and playstyle of the Eldar codex.
HQ
• Farseer w/Runes of Warding, Jetbike, Singing Spear, Spirit Stones, 2 Powers
Troops
• 6 Guardian Jetbikes (2 Shuriken Cannons), Warlock w/Singing Spear, Embolden
• 10 Rangers
• 10 Rangers
Fast Attack
• 5 Singing Spears, Exarch w/Laser Lance, Hit and Run, Skilled Rider
• 10 Warp Spiders, Exarch w/x2 Deathspinners, Power Blades, Hit and Run
• 6 Shadow Spectres, Exarch w/Prism Blaster, Cynosure
This list would be fun to play. It would hit hard and fast. I've got anti-tank (shadow spectres) and anti-infantry (warp spiders), both of which can potentially deep strike to hit from unexpected angles. In a pinch, my shadow spectres can double as anti-infantry, thanks to the flexibility of their prism rifles. I've got rangers to camp distant objectives and guardians (with an emboldenlock to stop them running off the board) to race in and claim objectives that my elites have cleared. The closest thing I have to a strong melee unit is my shining spears, but their job is really to charge in and tie up important shooting units on my opponent's turn, then dance out and let my real hard-hitters take them out.
Most importantly, almost everything has a 2d6 move in the assault phase, which in a suitably terrain-filled board, would be hillarious.
What do you think?
This is a list I could actually see myself playing... in about $150 worth of Eldar purchases, and not all of them top priorities. Nevertheless, I'd love to hear your thoughts. I think I'm honing in on the strengths, weaknesses, and playstyle of the Eldar codex.
HQ
• Farseer w/Runes of Warding, Jetbike, Singing Spear, Spirit Stones, 2 Powers
Troops
• 6 Guardian Jetbikes (2 Shuriken Cannons), Warlock w/Singing Spear, Embolden
• 10 Rangers
• 10 Rangers
Fast Attack
• 5 Singing Spears, Exarch w/Laser Lance, Hit and Run, Skilled Rider
• 10 Warp Spiders, Exarch w/x2 Deathspinners, Power Blades, Hit and Run
• 6 Shadow Spectres, Exarch w/Prism Blaster, Cynosure
This list would be fun to play. It would hit hard and fast. I've got anti-tank (shadow spectres) and anti-infantry (warp spiders), both of which can potentially deep strike to hit from unexpected angles. In a pinch, my shadow spectres can double as anti-infantry, thanks to the flexibility of their prism rifles. I've got rangers to camp distant objectives and guardians (with an emboldenlock to stop them running off the board) to race in and claim objectives that my elites have cleared. The closest thing I have to a strong melee unit is my shining spears, but their job is really to charge in and tie up important shooting units on my opponent's turn, then dance out and let my real hard-hitters take them out.
Most importantly, almost everything has a 2d6 move in the assault phase, which in a suitably terrain-filled board, would be hillarious.
What do you think?