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SubZero
15th Aug 07, 5:49 PM
In January is the official Doubles Tournament at Nottingham GWHQ. For this event, myself and my buddy are going to be putting together a firebase using Tau and Eldar.

My 500pt Alpha-stage Eldar list

10 Dire Avengers; Exarch (Shimmer + PowerSword, Bladestorm).
3 Dark Reapers
10 Guardians; Eldar Missile Launcher Platform

Note: This leaves around 123pts spare to which must be spent in Fast (if I am to take the Reapers), or, if I choose against the Reapers, 228pts must be spent in HQ, Troops or Fast.

The force I will be complementing is very loosely shown below:

Tau Firebase Alpha-stage list

Tau Commander Shas'el; plasma rifle, twin linked missile pods and multitracker
3 x 8 Fire Warriors
Broadside; Railgun, Smart Missile System
Crisis Suit; plasma rifle, twin linked missile pods and multitracker


The actual armaments are still under debate, however they will mostly be packing Anti-MEQ and Anti-Vehicle loadouts.


So there we have it - any recommendations for the final piece in my Eldar list?

Some of my thoughts

Warp Spiders could be useful (nightmare to paint however)
Shining Spears are always delectable in large units (5 strong)
I fancy getting some Swooping Hawks, however their effectiveness is highly questionable at this competitive level.
I have a Forgeworld Avatar, which could pose a good counter-charge... or a points sink.
I'm trying to stay away from vehicles since they have the possibility of arriving as late as the 5th game turn.

W0lf
16th Aug 07, 1:14 AM
spiders.

best-unit-in-codex (exept harlies).

They get my vote.

Freeman
16th Aug 07, 4:01 AM
Have you concidered the amazinf firepower of warwalkers. If the tau are gunning for meqs scatter lasers or shurican cannons are really cheap and will make a mess of geqs

Eldanesh
16th Aug 07, 6:02 AM
Spiders over walkers - more mobile, dish out almost as much fire (and more accurately), not quite as fagile (especially bearing in mind additional move in assault phase to make use of cover).

moleytov
16th Aug 07, 7:19 AM
walkers over spiders - massively greater range, slightly cheaper, more fitting with a firebase, Scout move, AP on most weapons.

More shots: two scatter lasers, 3WW get 12hits (average), 8 spiders get 10.66[180pts vs 176pts] at 3x the range. (torrent of fire is a lovely rule)

spiders over walkers - walkers require you to have a fast slot filled.

I feel you need a counter attacking CC squad, a small squad of banshees would be good - simply beacuse any fast MEQs are going to flatten you.

SubZero
17th Aug 07, 4:45 AM
I understand what you are saying about the War Walkers but they can be taken down by almost any unit with a S4 weapon at range; that is a big downer in my books.

I have have been running through some more ideas... instead of focussing on a firebase, going for an all-out attack force.

Idea 1
6 Banshees (1 Exarch w/ Exec)
Wave Serpent (Twin Shuriken, Vectored Engines, Spirit Stones)
238

4 Shining Spears
1 Autarch (Laser Lance, Jetbike)
260


Idea 2
5 Harlequins ( Troupe Master, Shadow Seer all Harlies Kisses)
152

Farseer (Singing Spear, Doom, MindWar, Spirit Stones)
123

5 Warp Spiders
110

5 Warp Spiders
110

Idea 3
5 Harlequins (Shadow Seer, all Harlies Kisses)
5 Harlequins (Shadow Seer, all Harlies Kisses)
280

5 Warp Spiders
5 Warp Spiders
220

Avatar 720
17th Aug 07, 6:36 AM
Idea one looks ok but the problem here is will it perform? If you are against marines their shitload of heavy weapons (8 in one devastator box) could easily take down your banshees from range (I have experience of this but with chaos, one squad of 7 took down one squad of 5 banshees with bolt pistols and a heavy bolter). Any las-cannons or anti-vehicle weapons will make mincemeat out of your spears too, and dont forget powerfists. The Tau could help you out here but but a wrong movbe could bring you both death.

Idea two looks deadly, the Farseer looks pretty much fully kitted out and, if joined to the harlies, will destroy an awful lot. Spiders can port in and supress units with ranged fire giving the harlies time to do their thing and let the enemy kiss death. Tau here will aid in supression fire an also lower the count of enemies that can combat you harlies.

Idea three is my fave though, you are deploying the devils army. 10 harlies with kisses that gives you chance to take out 10 marines straight away which in small games like this can easily be a decider. I reccomend taking this one and also ahving a camera handy for all those horrified faces when they see their armies ripped apart. The Tau here can probably be killing the other player because you have these games served to you on silver platters.

SubZero
17th Aug 07, 6:52 AM
Heh, i'd like to coin a variation of your phrase and call Idea 3 the Devil's Hand.

It does seem the most devastating, for such a small battle. Kind of in the same league as a Genestealer mass or 3rd Edition 2xChaplain w/Death Company with JumpPacks.

All 4 squads pushing one flank would surely be able to devastate it - vehicle, daemon, monster or infantry regardless (Rending + Haywire).