PDA

View Full Version : 1850 eldar tournament list!! opinions please welcome



lupannex82
06-29-2013, 07:22 PM
Eldar (1850/1850pt.)

Farseer (120pt.) Singing spear , jetbike


Autarch (140pt.)
Eldar jetbike; Laser lance ,mantle of the laughing god, banshee mask

5x - Fire Dragons (225pt.) wave serpent

5x wraithguard (275)wave serpent

10x - Guardian Defenders (110pt.)
Scatter laser

10x - Guardian Defenders (110pt.)
bright lance



6x - Windrider Jetbike Squad (122pt.)
> 2x - Shuriken cannon

7x warp spiders (133pt.)

wraithknight (240pt.)

3 war walker (210)
3x scatter laser, 3x starcannon

3 war walker (210)
3x scatter laser, 3x starcannon

DarkLink
06-29-2013, 10:55 PM
Looks pretty solid, but I will say that double Guardian squads is redundant. I would drop one down to a minimum squad of Rangers, and use the points to fill out the Warp Spider unit. I might also consider going with all scatter lasers on one squad and all starcannons on the other. You can guarantee Guide and Prescience on your farseer, so you don't need the laserlock on War Walkers, they benefit more from getting TL'd, and that way you don't waste scatter lasers shooting at Terminators or Starcannons shooting at Rhinos or whatever.

Dave Mcturk
06-30-2013, 02:07 AM
my thoughts are your gjb .... sorry 'windriders'.. are objective stealers and really fail at anything else... so if you want bodies for your hq to soak wounds, just drop the cannon and max the squad, otherwise go with two sneaky skinny squads of three for double the steal... or one squad of three if you play safe..

gjb turbo boosting never get to fire so imo cannons on bikes are still overpriced...

6/7 spiderz is good if you like deep striking, but with battle focus popping on from the board edge is much more secure and a larger squad is worth having, especially the exarch... x3 st6 ap1 bs5 shots ! imo ... never leave home without 3 ! [bye bye to termis/ oblits etc]

Tyrendian
06-30-2013, 11:27 AM
I actually like the mixed Scatter Laser / Star Cannon configuration on War Walkers, depending on the rest of the list. They don't need external twinlinking and are decent against all sorts of enemies. They are not far behind non-TL star cannons when shooting at termies and better against everything else (lose to TL star cannons when targeting 4+ or better though). Of course, when you have the capacity to throw twinlinking around without other things needing it, specialised configurations are superior... but still not vastly so... (2x twin linked Star Cannons kills 2 termies on average, while SL+SC manages roughly 1.4 without needing a psychic power [non-TL Star Cannons chime in at 1.5 termies btw, and since I had Eldrad fail 6 out of 8 psychic tests in one game I stopped relying on psychic powers too much^^])

karandras
06-30-2013, 11:27 AM
Your Heavy Support choices are solid and I like the ScatterLaser / Starcannon loadout on the Walkers just fine. I am honestly not nearly as keen on the rest of the list though. It has balance and it has a couple of hard hitting units, but all of the squads are so small and squishy (except the bikes). I played in an 1850 tournament of 20 players last weekend and it was my first games with the new codex. I ran a very different list than yours and managed to go 3-0. The beauty of Eldar is that it isn't so much what you bring as it is how well you utilize what you brought. If you like the build above, go for it. If I were to provide one tidbit of advice, it is that you are dreadfully ill-prepared for flyers and I really think you need to rearrange something in order to bring a Crimson Hunter.

Tyrendian
06-30-2013, 02:37 PM
I wouldn't necessarily say that list isn't prepared to kill fliers - and a Crimson Hunter is a bad idea for AA duties imo unless you can reliably kill a quad gun turn one (which this list might actually do, admittedly...) because otherwise it just gets blown out of the sky by Intercept fire.
A reasonably large, twin-linked (via psychic powers) squad of Warp Spiders on the other hand has quite decent odds to down a flier (not many will survive the six S7 hits 10 of those guys put out - at least they will be forced to evade... except Hell Turkeys off course, but that's why everyone hates those :D). Another option would be an Icarus with a Reaper Exarch with fast shot, but that's expensive and fragile... Or, depending on legality of FW, a Nightwing...

lupannex82
07-01-2013, 09:24 PM
Well I really test the list and is pretty solid all around just i will change 1 squad of war walkers for all 6 scatter laser thanks to the amount of shoots I will put to any squad or vehicles are really good chances of destroy or kill at least 30% for a moral test and repeat the process, with the farseer taking the primary from divination and the primary for the eldar is double twin link shoot that I can put to warp spiders or war walkers.
I will consider change the guardian squad to only 1 and switched with some dire avengers. About flyers At some point A. I don't really care about them B. with so many shoots from war walkers,wave serpents and warp spiders they will come down, believe me. The wraithknight is really awesome he get so much attention, that the rest of my army can walk from the flanks and get ignored, the wave serpents throwing all the shoots at the front lines and if they go down they have to face 5 melta shoots or 5 Str 10 ap 2 shoots :D.

DarkLink
07-01-2013, 10:32 PM
I actually like the mixed Scatter Laser / Star Cannon configuration on War Walkers, depending on the rest of the list.

But if you've got a Farseer with little else to Prescience/Guide...

cebalrai
07-02-2013, 04:51 AM
my thoughts are your gjb .... sorry 'windriders'.. are objective stealers and really fail at anything else...


I can think of other roles Windriders are decent at. Skirmisher, harasser, assaulter of weak CC troops. Tier-upper of Riptides to name a few. They're so cheap now for what you get that it's hard to say they fail at anything for their points.

Dave Mcturk
07-02-2013, 04:56 PM
my thoughts are your gjb .... sorry 'windriders'.. are objective stealers and really fail at anything else...


I can think of other roles Windriders are decent at. Skirmisher, harasser, assaulter of weak CC troops. Tier-upper of Riptides to name a few. They're so cheap now for what you get that it's hard to say they fail at anything for their points.

I agree that larger squads can perform multi role as cebalrai says, mb 8 - 11 bikes, especially if 'fearless' for any reason... but a 6 bike unit at morale 8 is just asking for trouble, whereas a 3 bike unit can hide on most tables... bikes are still stuck on base 1 attack ... so not sure how anyone can use them in cc without a character leading the squad ? I occasionally run 8 or 9 with a fearless farseer, jetlock and anti-tank autarch, and yes they are damned quick and can get great saves, but not really a 'heavy' unit... more like light cavalry.