PDA

View Full Version : Eldar 2000 Points



Thimn_Witt
17th Aug 04, 6:51 AM
153 1 Farseer - Singing Spear, Fortune, Guide, Mind war, spirit stone
137 1 Farseer - Shuriken Pistol, Close combat weapon, Fortune, Guide, Mind war, Spirit Stone
190 10 Rangers - Ranger long rifle, shuriken pistol
233 20 Guardian Defenders 1 Warlock - Shuriken Catapults, plasma grenades Warlock : Conceal shuriken pistol and close combat weapon.
358 9 Guardian Storm, Warlock, Wave Serpent - 2 Fusion guns, shuriken pistol and close combat weapons Warlock : Conceal, shuriken pistol and close combat weapon
Wave Serpent - Twin-linked starcannons, shuriken cannon, crystal targeting matrix, spirit stone, star engines.
174 9 Dire Avengers 1 Exarch - Shuriken Catapults Exarch : Shuriken pistol, Dire sword, Defend Distract
300 3 War Walkers - 2 starcannons each
240 1 Falcon - Starcannon, shuriken cannon, pulse laser, crsytal targeting matrix, holofield, spirit stone
208 5 Wraithguard, Warlock - Wraithcannon Warlock: Conceal, close combat weapon, shuriken pistol

1993

This is the army I plan to enter into a tournament here at my local GW store.

The concept of this force is that its going to rush the enemy to get all my Guardians, Dire Avengers, and Wraithguard into firing range while the falcon, walkers, rangers stay back and provide cover.

Using a warlocks with conceal on it gives my frail troops a good chance to advance and not suffer to many casualties.

The farseers take a support role as one will deploy with the rangers and keep Fortune and guide on them so that they can reroll thier misses and failed armor saves, the other will deploy with the warwalkers and keep guide cast on them and fortune on any untit that should happen to be in range (or himself if nobody is around)

This army is a Marine killer, but easily works on any other army. 18 Str 6 AP2 shot from just the Walkers (with rerolls on failed hits assuming guide is working) Another 3 Str 6 AP2 (with rerolling failed hits because they are twin-linked) and 3 Str 6 AP 5 from the Wave Serpent should wipe out most what ever the enemy has in his front ranks (or what ever I can see come 4th Edition).

Since my army is lacking in Anti-Vhec support I'll dedicate my Falcon to target enemy vhecs with his pulse laser. This probally wont stop them but its my best bet until my real tank killers the Guardian Storm Squad and Wraithguard can get into range. If I know I'm going to go up against a army that is going to field alot of armor, I'll switch out the waveseprents and falcons starcannons for bright lances. Though I'm fairly confident in my ability to handle 2 or 3 vhecs with my current army list.

Any thoughts or suggestions on how to modify this?

TS_ahriman
17th Aug 04, 9:07 AM
I'd suggest that you use vipers. I had a list very similar to this (though it was dedicated more toward AP2/3 on everything), and vipers served the purpose of tank hunting pretty effectively. Also, starcannons on the warwalkers are quite capable of taking out light tanks and most transports if your vipers don't work out. 3 Vipers with a brightlance and no upgrades is pretty cheap, try proxying them up if you don't have them.

You might want to replace dire avengers with an aspect of some sort (scorps or banshees), but if they're a personal preference, im not going to argue with it.

Thimn_Witt
17th Aug 04, 9:35 AM
Hmm maybe I can do away with Avengers, fielding some howling banshees would help out with my lack of close combat capabilities, thanks for the suggestion :)

I don't know where I could fit in a vyper but I don't think I would use it to much. I find them to be rather frail, atleast with the walkers the energy screen gives them a chance to shrug off lascannons and what not from penetrating

TS_ahriman
17th Aug 04, 11:14 AM
I think striking scorpions might be a better choice over banshees. You've got a fair amount of armour-save denial from you walkers, and banshees might end up being redundant. Scorpions are more versatile and they're tougher...they can handle swarm armies (well, they help), they're decent against power armour, and the exarch gets a powerfist. I think that, although banshees can be very powerful when used correctly, you'll find that scorpions are better in maybe 7 out of 10 cases.

Sorry for going into detail instead of just saying "scorpions are better".

On Vypers:
If you're comfortable with your tank killing, then dont waste the points on Vypers. It's that simple.

ionfish
17th Aug 04, 11:26 AM
Tank-killing weapons tend to be single-shot; you're better off equipping Vypers to kill infantry and light vehicles. Stick the bright lances on Wave Serpents and Wraithlords, since they're twin-linked and BS4 respectively. Since you have War Walkers you probably won't be needing the Vypers anyway.

That army has a lot of short-range weapons; you need Scorpions if only as a counter-assault force. Maybe stick them in the Serpent. A decent combat unit will add flexibility and resilience to your army.

Thimn_Witt
17th Aug 04, 11:34 AM
hmm I think you guys are right, I need some stuff to dish out the hits in close combat, Striking Scorpions it is.

Thanks for all the input guys

Outlaw Pie
5th Sep 04, 10:15 AM
i would go war walker and guardian heavy. as an ulthwe player, i tend to buy a seer council with two farseers and about 8-9 warlocks. i have a bodygaurd of 3-4 warlocks on my farseers, and give the rest to gaurdian squads and give them conceal (5+ cover save) which makes them far more durable. i take a large squad of 20 with a starcannon platofor, and then to back them up on a 1:1 ratio a squad of ten gaurdians with a bright lance. i usualy get 3 large units and 3 smaller units with the bright lances. then i get a waveserpent and as many banshees as is sensible. i then spend the rest on starcannon war walkers. it can be quite a tight fit but it combines a great durability with very hard hitting units. any unit that attacks the gaurdians will take 40, yes 40, shruiken cattapult shots at point blank and the starcannon againts that nast veteran sargent or powerfist. then i rush them with my gaurdians who under the new rules can easily all attack. that should kill the unit but if not the banshees can rush to my aid. this tends to be quite a static army but with good use of casualties can be vey irritating to destroy. you should probably expect quite a few caualties but with around 100 models you should eb able to take them, especialy with a 5+ cover save thta can really phase an opponent.

while a heavyly dedicate assult unit can ripp holes in this army it will need to get close and units like hormagaunts tendto be completely wipped away by the shruken shots. oh yeah, at bs 4 for the first two gaurdian units. even space marines falter against such numbers and termanators fall to the possible 18+ ap2 shots from the war walkers. i have only been defeated a couple of times and usually only because of drasyic moments when i missed 35/40 shots etc.

numbers are an odd tacticfor eldar but they can work very well. then again, eldar are very diverse and eveyone should have their own style for them.

Double Post

on a side note, does the usa have the fourth edition rules yet? we in good ol' blightly do.