Eldar Multi-List 1500 Points
Email In:
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
Read more...
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
