Eldar Multi-List 1500 Points

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Evening Fritz,

First off - No worries if you can't find time to read/reply to this email. I know full well how busy we can all get (I meant to send this over a month ago!).

Your fantastic blog has been a fairly recent discovery for me, and it's excellent to see somebody taking a look at 40k in a different light.
The reason for this email is that I've got a box full of Eldar that are currently sat around doing a whole load of nothing; I bought the models when the Apocalypse expansion first came out, and have yet to use the damn things. This is mainly because I'm a long time Tyranid player (since the start of 2nd ed!), and I find it hard to pry myself from the Swarm for more than an Eldar or two's worth of painting.
I originally grabbed the Eldar as I thought they'd be a nice contrast to my gribbly, organic Swarm, and now we've hit 5th edition I think the way I play would translate nicely to the sons of Asuryan.
Anyway - I thought that if I flashed a list and humbly asked for your input, then I'd be able to galvanise myself into actually playing with my Eldar.

Right: I'm not planning on using any Jetbikes (This was my original background concept, but I just can't bring myself to like the model), nor do I want to use any Special Characters (this is mainly because I play narrative heavy campaigns). I'm looking to play at 1,500 points.



Farseer 140 (135?)


Runes of Witnessing

Spirit Stones

Fortune

Doom (or Guide?)




10 Guardians 95

Scatter Laser

10 Guardians 95

Scatter Laser



Warwalker

2 x Scatter Lasers 60

Warwalker

2 x Scatter Lasers 60



Wave Serpent 180

Bright Lances

Vectored Engines

Spirit Stones

Star Engines

Wave Serpent 180

Bright Lances

Vectored Engines

Spirit Stones

Star Engines



10 Dire Avengers 152

Exarch

Bladestorm

Twin Catapults

10 Dire Avengers 152

Exarch

Bladestorm

Twin Catapults



Falcon 210

Shuriken Cannon

Shuriken Cannon

Holofields

Spirit Stones

Vectored Engines

Star Engines



5 Fire Dragons 80



Currently stands at 1404 (when the Farseer has Doom) so I have around 100 extra points to play with.



I have the following models at my disposal (this list includes those shown above);
Farseer
Autarch (Jump Generator/Fusion)
30 Dire Avengers
20 Guardians (interchangable wpn platforms)
12 Fire Dragons (2 Exarchs)
6 Banshees (1 Exarch)
5 Rangers
2 Wave Serpents (both have B.Lances)
2 Falcons (one has a Sh. Cannon turret and underslung Cannon, the other is in bits so is open for weapons)
2 Warwalkers (again, both have changable weapons)
1 Vyper (in bits so any weapon fits available)
Any vehicles with fixed weapons are open to different fits - I'm planning on hacking and magnetising them in the near future.

The idea is to create a firebase with the Guardians and Warwalkers, and use the mass of long range Scatter Laser fire to do what it needs.
The Falcon and Serpents will use their speed and maneuverability to assault week sections of the enemy; delivering Bladestorms and Fusion Guns to key areas. Not to mention using their Star Engines to grab/tank shock objectives.
I'm not sure where to best use the Farseer though; I'm not sure the mix of Doom and Fortune works well enough to justify taking it. I suppose the two main options are to place him with the firebase to bolster them and rely on the tanks' maneuverabilityto protect themselves. Or I could jam him into one of the vehicles allowing him to bolster the Bladestorms and Moving Fast saves.
Finally, I think it's worth mentioning that I'm pretty nervous about throwing so many points into the tanks - I'm used to (generally) playing units as cheap as possible with my Tyranids - running multiples of identical Carnifex, Devourer Tyrants, etc.


I'd love to play a fully mechanised list with everything in a Grav Tank - I just can't justify buying more Eldar tanks when I already have so many doing nothing - and I doubt I can make a decent mech list with what I have.


Phew - that was longer than I expected.
Any help you could toss my way would be massively appreciated.

Huge thanks in advance, Fritz - you deserve a medal for reading that!

Rich.


Reply Out:

Rich, thanks for emailing and I’m glad my blog is helping. Sorry for taking a bit to get back to you I was away for work for a bit and am catching up. So let’s take a look at your list and the models you have…

Since your farseer is not on a jetbike for mobility you are going to want to go with guide and fortune + stones. Use him/her as a firebase support with your guardians as you mentioned guiding nearby shots and fortuning a guardian group holding an objective like in capture and control. Forget runes of witnessing and 100% get runes of warding- forcing your opponent to take psychic tests on 3d6 is brutal and really annoying for them- think of it shutting down chaos sorcerer lash, sm librarians, tyranid powers, and now IG psyker battle squads. For the points it is 100% worth it.
Scatter lasers on the guardians and war walkers are 100% hitting on a 4+ stinks so you want to pump out the max shots. Let’s talk about guardians for a moment and then the walkers. Guardians are fodder for anything other then just parking on an objective in cover for the 4+ cover save. If you are shooting stuff with their 12” shuriken catapult you are dead next turn. The scatter lasers should be popping light AV 11 transports and skimmers before they get to your guardians and objectives. War walkers can support the guardians by pumping out shots if there is cover for them to hide behind also. If not reserve them and flank them on the table- yes it is random, but they will come on and shoot 36” Think of them as a distraction to keep your opponent guessing and then dealing with the walkers- yes they will explode and go down in 1-2 turns but that is another turn not heading towards your guardians.

Now here is where I think you would be better changing your list a bit by dropping the falcon and dragons- they are old 4th edition thinking and negate the speed of the eldar which you are trying to capitalize on. You have brightlances on the wave serpents- and also upgrade the catapult to cannons for your anti-tank. Use their speed to get into position to take side armor shots with the lance and cannon- S6 shreds side armor. You will struggle a bit on AV 14 but at 1500 points there should only be 1 or 2 land raider.

The problem with the dragons is that yes they wreck armor but they have to get close to do it and if they succeed they are dead from what is inside of what they destroyed and if they epic fail somehow then they still die to what is inside. You will also have to bring your falcon in range to drop them off and it can be taken out- a good opponent will see it coming and have a secondary unit there near whatever you are trying to take out to take out the falcon.

With the points I would take a falcon with a brightlance, holofields, stones, star engines, pulse laser, and shuriken catapult along with banshees and the exarch. You want to put the banshees with your guardians holding your base/objectives as a counter charge unit. If your opponent makes it close to your units there then you spring the bashees on them as a counter attack/speed bump. Keep the falcon near the farseer and guide it for more anti-tank and vehicle popping. OR put the farseer inside it and fortune/guide the falcon each turn. Contesting objectives with wave serpents and falcons is key as opposed to trying to get your guardians to do it walking across the table. A fortuned falcon with holofields moving fast for the 4+ cover save is not going down.

Tacitcs: Guardians hold your objectives, objectives close to your table edge, banshees hand with them as a counter attack or speed bump unit to anybody that makes it close or to deal with deep strikers or flankers coming in. War walkers in reserve to cause trouble and wave serpents/falcon to pop tanks, cause problems with the dire avengers and contest/control your opponents objectives at end game.

What do you think?

-Fritz

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Check Your Codex!

Every now and then it pays to re-read your codex and go over your army list. How long have I been playing my Eldar? My list never changes, somewhere along the way I forgot that my farseer is at BS and WS 5. I was throwing those singing spears for how long and hitting on a 3+? Took another Eldar player I was playing against to point that out to me again…

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Saim-Hann: Probe The Defenses Adjust The Attack

Jetbike tactics aside I tend to use my jetbikes for three reasons- to pop light transports and then assault move 6” back with the shuriken cannons, hold/contest objectives zooming in/ out of nowhere on turn five and six, and to probe my opponent. Turbo-boosting allows me to both move fast and get a cover save which means for the most part my bikes are safe from a round of shooting if I put them in harm way. When I face an opponent where I am unsure of what they are going to do, or if a unit is bait or a hammer then I probe him with the jetbikes seeing what happens then pull back and adjust…

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Countering The Eldar Seer Council

Email In:

hey fritz,

i've recently subscribed to your site but have been watching your vids for a very long time. Love the battle reports and tactical tutorials.

i had a tactical question and i figured you would know better than anyone else i could ask. how do you counter an eldar seer council on bike. the squad i face consists of the following:

1 autarch
1 farseer w/fortune and doom
3 destructors
1 enhance
1 embolden

I play black templar and grey knights. with the grey knights i'm not too concerned as i have psychic hood to block the fortune and then i can just shoot him down. but with the black templar, i really don't know what to do against this squad. they're faster than me, have initiative on me, and on the charge the autarch tears things up with his laser lance. i kno you must be busy but was hoping that you might be able to shed some light on the situation. hope to hear from you soon. thanks.

Fritz Reply Out:

The best way to deal with a council is in a two part strategy- first is to nail them with AP 1/2/3 weapons before they fortune up if you are going first or if they are in reserve and entering play on the board and the second is to hit them with lots of rapid fire weapons. With fortune up forget about trying to kill them with a template or las/plasma/melta. The build your bud is playing is a bit more difficult since you can have the muti-wound autarch and farseer take a few rolls to keep your warlocks up.

The thing with a seer council is that they tend to gobble up whatever they hit and then use their speed to move onto the next. At least until they are dealt with you need to keep close and tight with your units. If you allow the council to isolate or go off and wolf pack a single unit that got ahead they will tear it up. Stick close together and keep one unit maybe 6” or so ahead of the rest of your force- something as bait that can be taken out by destructor and an assault in a single turn. Let the council move on said unit and the pour out everything you have into the council.

You are correct- grey knights block fortune with hood, storm bolter fire and then charge. Black Templars? Slight change in build- get a psychic hood through an inquisitor, lightning claw assault terminators with Emp. Champion vow + furious charge means you are going at I5 round one, S5, re-roll hits and wounds. Throw half the attacks on the autarch first since he has the power weapon and the rest on the warlocks to take down the number of attacks. From there pile on more templars.

-Fritz

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