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eldargal
06-05-2013, 09:47 AM
A'ight then:

Farseer with Singing Spear

10 Dire Avengers & Exarch with power weapon and shimmershield
Wave Serpent with TL starcannon

10 Dire Avengers & Exarch with power weapon and shimmershield
Wave Serpent with TL bright lance

Crimson Hunter Exarch

Fire Prism w Crystal Targetting Matrix

995pts.

The list is really just to test a few things in the book, not really looking for deep synergy and whatnot yet.

I'm not certain I'll be facing a flyer at this level so I'm hoping between the fire prism, Crimson Hunter, bright lance and singing spear to have enough anti-armour. One lot of Dire Avengers will zoom about shooting at stuff but with the intention of taking/holding my objective, the other will advance with Farseer and shoot stuff with the goal of taking the enemy objective. Fire Prism Flat Out snipes stuff with its lovely cover save. Tempted to drop the second power weapon and shimmershield from the defensive Dire Avengers to buy the prism a holofield. Might change that before the game.

Bitrider
06-05-2013, 09:58 AM
A'ight then:

Farseer with Singing Spear

10 Dire Avengers & Exarch with power weapon and shimmershield
Wave Serpent with TL starcannon

10 Dire Avengers & Exarch with power weapon and shimmershield
Wave Serpent with TL bright lance

Crimson Hunter Exarch

Fire Prism w Crystal Targetting Matrix

995pts.

The list is really just to test a few things in the book, not really looking for deep synergy and whatnot yet.

I'm not certain I'll be facing a flyer at this level so I'm hoping between the fire prism, Crimson Hunter, bright lance and singing spear to have enough anti-armour. One lot of Dire Avengers will zoom about shooting at stuff but with the intention of taking/holding my objective, the other will advance with Farseer and shoot stuff with the goal of taking the enemy objective. Fire Prism Flat Out snipes stuff with its lovely cover save. Tempted to drop the second power weapon and shimmershield from the defensive Dire Avengers to buy the prism a holofield. Might change that before the game.

Interested in what powers you get and how you used them.

isotope99
06-05-2013, 10:20 AM
At 1,000 pts I'd be inclined to cheap out on the dire avenger exarchs and CTM as that should save 85 pts that could be spent elsewhere.

My 1,000 pt list is:
Avatar (fast shot)
6 jetbikes (2 cannons)
Warlock (bike and spear)
7 Rangers
5 warp spiders (exarch, spinneret rifle, fast shot [amazed they gave him that, 4 BS5, S6 AP1 shots at 12"])
4 dark reapers (exarch, starshot, fast shot) or a fire prism with holofields
Wraithknight (sword & shield)

Note this is for a 2*1,000 point doubles game (might be a bit jerk-face for a 1,000 point standalone with avatar & wraithknight).

Avatar, wraithknight and spiders get in the enemy's face, rangers and reapers hug cover and jetbikes jump objectives near the end game

Defenestratus
06-05-2013, 11:15 AM
Sounds like a good start - but in low points games (to me, anything less than 2000) I tend to not give my vehicles upgrades other than weapons - thats just personal preference.

I noticed a lack of any kind of counter assault unit (wasn't expecting banshees but maybe a WL or some kind of other unit that can at least survive an assault from a dedicated assault unit).

Low points games are going to be tough for us methinks.


4 BS5, S6 AP1 shots at 12"

FWIW, its 3 shots at 9"

The wording on fast shot is pretty clear, and rapid fire range on an 18" gun is 9".

Still pretty badass honestly.

isotope99
06-05-2013, 12:22 PM
So it is, forgot the first rule: If it sounds too good to be true (and it's not a Ward dex) then it probably is.

Odd I've just realised I have 6 functional 40K armies and almost no rapid fire weapons.

Anggul
06-05-2013, 02:07 PM
I would probably drop the Crystal Targeting Matrix in favour of the Spirit Stone for the Farseer. It's just so good.

El_Davo
06-05-2013, 09:59 PM
I like your list a lot. its pretty similar to mine.
although i would drop the exarch from the crimson hunter and give the farseer the special spirit stone thingy. Considering half the farseer powers are warp charge 2, it might be handy to be able to cast a third power when you need it.

I've also had success with the runes of witnessing. i think its that one. what ever one lets you reroll a psychic test. its one use only, but it saved me from the swarmlord in a game, so i take it every time lol.
just food for thought.

chicop76
06-05-2013, 11:31 PM
A'ight then:

Farseer with Singing Spear

10 Dire Avengers & Exarch with power weapon and shimmershield
Wave Serpent with TL starcannon

10 Dire Avengers & Exarch with power weapon and shimmershield
Wave Serpent with TL bright lance

Crimson Hunter Exarch

Fire Prism w Crystal Targetting Matrix

995pts.

The list is really just to test a few things in the book, not really looking for deep synergy and whatnot yet.

I'm not certain I'll be facing a flyer at this level so I'm hoping between the fire prism, Crimson Hunter, bright lance and singing spear to have enough anti-armour. One lot of Dire Avengers will zoom about shooting at stuff but with the intention of taking/holding my objective, the other will advance with Farseer and shoot stuff with the goal of taking the enemy objective. Fire Prism Flat Out snipes stuff with its lovely cover save. Tempted to drop the second power weapon and shimmershield from the defensive Dire Avengers to buy the prism a holofield. Might change that before the game.

Might as well just run guardians which would give you points for a decent sice bike squad.

eldargal
06-06-2013, 12:22 AM
@Bitrider I rolled Doom, Mind War and Eldritch Storm. Doom is fun as ever, Mind War also fun though something of a risk, took a wound off an Overlord. Eldritch Storm was great, managed to put a whole mass of wounds on a Death Mark squad and caused a penetrating haywire hit on a ghost ark in one phase.

@Isotope I was tempted to drop the exarchs but I wanted to test the new shimmershield and the CTM.

@Defenstratus Normally I would agree, but I wanted to test the CTM. I toyed with the idea of taking Banshees to test them out but decided to focus on shootiness. A small squad of Harlequins was an option as well.

@ Anggul I nearly dropped the CH exarch for the spirit stone, fortunately I rolled a 1 WC power as well as 2 2WC powers so I could use two powers a turn.

@ el_davo I was also keen to test a bare-bones Farseer, but I agree Runes of Witnessing would be useful.

I can't find where I put my notes and my friends army list so it's going to be a little less indepth than I hoped. Her list was roughly:

Overlord with Orb thingy
5 Death marks
2 x 15 Warriors
Doomsday Ark
Ghost ark
Possibly something else I'm forgetting.

Highlights:
Fire Prism went Flat Out and scored a penetrating hit on the Doomsday Ark getting a weapon destroyed result on its main gun. The 4+ cover save protected it from incoming gauss fire nicely.
Wave Serpents really do giggle at incoming fire from the front, they weathered an awful lot and survived the game which is amazing.
Battle Focus is fantastic, I was able to fire with both DA squads and get them into 4+ cover after, protecting them from gauss nastiness
CH is just nasty against ground units. Vector Dancing 4 BS4 S8 AP2 shots into a unit messes it up, finished off the Death Marks before they could do too much damage when it entered from reserved and it fried the ghost ark in the next turn.
Wave Serpent weapons are useful now, thanks to being BS4 and cheap. This hadn't really sunk in 'til I actually used them. The starcannons on one killed a few warriors over the game and the bright lance on the other helped glance the crippled doomsday ark to death.

I messed up though, I charged the Dire Avengers into the Necron Overlord and his 6 remaining warriors with a Dire Avenger squad after dropping him to WS1 and 2W. I managed to pick off another wound in a challenge with the DA Exarch and kill another few warriors over the next two turns but they held and the combat lasted 'til the game ended, the Overlord survived and the DA couldn't seize their objective.

But I won with 4VP to 1 (One objective, First Blood to me, Linebreaker to her).

Any questions go ahead, might prompt things I've forgotten.

eris
06-06-2013, 03:20 AM
How did the DA shooting actually go? It feels like without doom/guide and bladestorm they're decidedly less killy, so did the rend-lite make up for the loss of those other 3 abilities?

eldargal
06-06-2013, 03:27 AM
Right! DA shooting, I knew I was forgetting something. Their shooting was comparable or better to the old Bladestorm but without the downside, in terms of kills achieved. Rolling a 6 to wound guarantees a kill really though obviously Reanimation Protocols complicated things a little. Between the rending lite and the extra mobility I was impressed. They were particularly vicious when I did get Doom off against the second warrior squad. Remember Guide is the Farseer primaris power so you should always have it if you take a 'seer.

Oh and I was really impressed with the Fire Prism, the lance mode mode was predictably great against vehicles while the dispersed mode (S5 AP3 Large Blast) was much fun against everything else.

eris
06-06-2013, 03:55 AM
Good to hear. How about the Crimson Hunter? Do you think the exarch was worth it in the end?

It seems a little pricey, but it does give you a bit more reliability. Atm I figure with 4 guns and bs4 you'll probably miss with one.. at bs 5 you'll likely hit with them all. So you're paying the points for that extra hit, which doesn't seem a terrible deal as long as you can keep the flier alive.

eldargal
06-06-2013, 04:44 AM
It was certainly helpful, I was able to demolish (or close to it) a vehicle a turn with it and then start shooting into infantry with it. But had my friend taken a flyer or a quad gun it would have been somewhat less effective perhaps.

I wouldn't say my luck was stellar or anything either, nor was it one sided I just wish I could find the notes so I could go into more detail. But it was a good performance against a solid list wielded by a very good player. I'm impressed with everything I picked especially since it was basically an exact conversion of a 5th edition list I took with war walkers instead of the flyer.

Anggul
06-06-2013, 05:13 AM
But just think, if you had the Spirit Stone you could have had 3 powers per turn. :P

Did you think that the Crystal Targeting Matrix was worth it? On such a long range and already mobile gun 25pts seems a lot for a one-use ability.

DrLove42
06-06-2013, 05:21 AM
I'm not sure Crystal targetting is useful on a Fire Prism, as that generally stays back and does the Eldar shuffle (half an inch to the left, then half to the right next turn to get that jink save)

On a Wave Serpent, say with Star Engines...firing the main gun even after a 24" move towards the enemy would be more useful

eldargal
06-06-2013, 05:38 AM
But just think, if you had the Spirit Stone you could have had 3 powers per turn. :P

Did you think that the Crystal Targeting Matrix was worth it? On such a long range and already mobile gun 25pts seems a lot for a one-use ability.
In future I'll probably take the spirit stone.:)

Probably not in future, I just wanted to see what I could do with it. In this case it worked spectacularly well, taking out the main gun of the Doomsday Ark before it could shoot at anything. It was very much a case of trying a pieceo f wargear in the flashiest way possible (S9 AP1 lance right up something) rather than the most sensible thing.

Anggul
06-06-2013, 10:39 AM
In future I'll probably take the spirit stone.:)

Probably not in future, I just wanted to see what I could do with it. In this case it worked spectacularly well, taking out the main gun of the Doomsday Ark before it could shoot at anything. It was very much a case of trying a pieceo f wargear in the flashiest way possible (S9 AP1 lance right up something) rather than the most sensible thing.

I would be disappointed if we couldn't do flashy things, it's good to hear!

eldargal
06-06-2013, 10:43 AM
Yep, it was probably my luckiest thing in the game. Penetrating hit followed by weapon destroyed (obviously exploded would have been better) followed by rolling the main gun.