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Thread: 2k Pure Eldar for Tournament- Need Critique

  1. #1

    Question 2k Pure Eldar for Tournament- Need Critique

    40K Army: Eldar
    HQ:
    210 Eldrad
    180 Farseer, Jetbike, Guide, Fortune, Stones, Runes of Warding & Witnessing (Normally don't double Warding, but had points over)
    290 5x Warlocks, Jetbikes, all w/ Singing Spears, 1x Embolden, 1x Enhance, 3x Destructor

    ELITES:
    112 5x Fire Dragons w/ Exarch, Tank Hunters, Crack Shot (Exarch will fire the Quad Cannon in ADL)
    353 5x Wraithguard w/ Warlock, Enhance. In Wave Serpent w/ TL Scatter Lasers, Cannon, and Spirit Stones

    TROOPS:
    120 5x Pathfinders
    120 5x Pathfinders
    120 5x Guardian Jetbikes w/ Shuriken Cannon
    120 5x Guardian Jetbikes w/ Shuriken Cannon

    HEAVY:
    125 Fire Prism w/ Shuriken Cannon
    125 Fire Prism w/ Shuriken Cannon

    Fortification:
    Aegis Defense Line w/ Quad Cannon.


    What I HOPE to do with this list: Use Eldrad with the Wraithguard. He'll roll on the Divination Chart. 4 Powers. Hoping for #1, #3, #4, and the Primaris. This will make them Very useful vs. Vehicles, Terminators, and a threat from assault. Depending on what he rolls, will help decide at start of game what their roll will mainly be. The Wave Serp has the scatter lasers to peel open armor. I find this weapon EXTREMELY powerful w/ the new Hull Points system.

    Fire Prisms combine when against either heavy armor or Terminators. Seperate vs hordes or low armor.

    ADL manned by the Exarch of the FD's. This will be my main method of eliminating flyers, but also a GREAT anti-tank OR anti- specific model killer. If there's a ML or LasCannon in the tactical squad, remember he can single it out on 6's to hit. AND it's Twin Linked AND he ignores cover (which is great also against the flyer's Jink saves). All around, really beefy.

    Pathfinders: Take and hold objectives early. They're excellent for taking care of pesky Special Weapons. (Precise Shot) And not too shabby for wounding Termies. (AP 1 on 5+) With 2+ cover saves usually, depending on where I place objectives becomes VERY important.

    Guardians on JB's. Would prefer to run 2x squads of 6 w/ 2x Cannons, but this is what I have. They'll stay at range and pot shot low armor, Always moving to get the Jink, and being ready to Super Speed across the table in turn 5 to either take or contest objectives. Also, very good for positioning to force saves where you want them.

    Farseer w/ Seer Council on bikes. General purpose "Deal with it" kind of unit. High points, but hope to recoup by peeling armor, and burning troops. Will be avoiding tarpits and CC Units like the plague.

    Any/ALL thoughts and critical input is very welcome.

    Thanks,
    Mikey

  2. #2
    Chaplain Frimbleglim's Avatar
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    Re: 2k Pure Eldar for Tournament- Need Critique

    Guide and Stones on the farseer look like a waste of points to me. I think you should hit with enough singing spears anyway. Perhaps take doom instead or drop down to a single power? The problem with seers on bikes with destructor is that if you are in range to use destructor you are close enough to be assaulted even after your move back. For this reason I recommend witchblades rather than singing spears or alternatively splitting the warlocks up and putting them in Guardian jetbike units so that one can go into combat while the rest retreat. I would take an extra destructor over enhance if you do decide to stick with the singing spears. Or drop all the destructors and stay out of combat.
    Gods in 3.0 D&D play dice with the universe, sometimes throw the dice behind the DM's screen where they cannot be seen and then count as getting the best possible result.

    "Absolute precision buys the freedom to dream meaningfully." -Donnal O'Shea The Poincare Conjecture.

  3. #3

    Re: 2k Pure Eldar for Tournament- Need Critique

    Very good advice. Thanks. I hadn't given much thought to the proximity of using the flamers and NOT wiping out the unit. With wounds rolling through I just assumed that the unit would be wiped (unless it's a deathstar in which case I'd avoid it). The Farseer power choices are sound. I'll move to those.

    Mikey

  4. #4

    Re: 2k Pure Eldar for Tournament- Need Critique

    I never run small seer councils. I always go the whole way or not at all. The reason for the council is soaking up damage. They can take in far more 'pts' of damage than they deserve which leaves the rest of your army unmolested if I was you I would drop the wraithguard squad and increase the council which will still leave you pts to spend on other things. Just to throw this in but you only have a quad gun, two bs3 shuricannons and 1 tl scatter laser to deal with flyers... last night I went up against 8 necron flyers in 2000 pts so be prepared I doubt this list could deal with that number of flyers. and if its a tourney setting you may want some fast attack to count as scoring in a potential scenario. (warp spiders, or vypers I would propose.)

  5. #5
    Chaplain bobafett_h's Avatar
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    Re: 2k Pure Eldar for Tournament- Need Critique

    Sticking Fire Dragons in a Fortification just to fire the Quad gun seems like a big waste to me. It will just make their Fusion guns useless so they are better off in the transport. They need it far more than Wraithguard do as they do not last anywhere near as long on foot. One unit of Pathfinders in the ADL would make more sense as at least the rest of the squad will be able to fire too and they still have decent BS. Otherwise a 5 man unit of Dire Avengers with a Bladestorm Exarch will be good here.

    If you only take one Wave Serpent, give it to the Dragons and let the Wraithguard run on foot. Eldrad will be fine with them thanks to his 3+ Inv and the Diviniation powers are more likely to be useful too, especially if you do get the 4+ Inv one.

    Bikes are fine, but I don't really like the idea of squads of 5. Go with squads of 3 with one Cannon and stay in reserve then hide and shoot, or take 6 with 2 Cannons and zoom around harrassing enemy units.

    I'd agree with Doom instead of Guide, and there is nothing wrong with doubling up on Warding (forcing enemy psykers to take tests on 4D6 is great fun). Drop the Runes of Witnessing as they can actually increase your chance of suffering Perils and the Embolden power in the council provides a better effect for less points anyway.

    Oh, and drop the Shuriken Cannons on the Prisms. They should never be close enough to the enemy for the cannons to be in range. It just adds to their cost too which you don't need now that they die easier and the points could be better spent elsewhere.
    Last edited by bobafett_h; 09-08-2012 at 00:08.
    Everyone Dies. It's the final and only lasting Justice. There's no greater good than Justice; It is said correctly that law exists not for the Just but for the unjust, I bow to no one and I give service only for cause...

  6. #6

    Re: 2k Pure Eldar for Tournament- Need Critique

    can you double up ROW I have never seen that used before... Thats crazy if you can!

  7. #7

    Re: 2k Pure Eldar for Tournament- Need Critique

    I've done the fire dragons with quad cannon thing as it seemed awesome on paper but what if deepstrikers, jump troops or flankmarchers take it off you - you've brought you opponent a gun and cover in ur backlines where now entrenched to score linebreaker. Furthermore the rest of your FD's are just wasting their shots most of the game. If your going to aegis with gun better to do it with reapers instead, then the rest of the unit will still be in range to fire. The ultimate would be reapers with a Div farseer firing the gun - imagine this unit with perfect timing and super guide. However i'd suggest relying on always rolling a 4 for powers is a bad idea for competitive play...

    Not saying the aegis cant work but you also need to position it right - centrally with other units able to support and this could limit your army a bit. Personally after trying it in a couple of times I'd rather have 100 points of models. I.e. 2 D cannons or more troops!

    On doubled up row: 1 row, people will risk it and have a high chance of coping perils. After people see the double row they just wont bother with powers for the rest of the game which is good but the vicious streak in me would rather see them risk perils and die.

    Also with ur eldrad if your swapping i'd recommend 3 div 1 telepathy. Worst case scenario if your going to be closing the distance, the primus shriek gives him godly shooting. Or if you are lucky - invis provides some safety against high AP weapons & makes your unit insane in hth or 6 hallucinate is just hilarious, consider what happens when you roll your a traitor on terminators.
    Last edited by Waxdollninja; 09-08-2012 at 01:03.

  8. #8

    Re: 2k Pure Eldar for Tournament- Need Critique

    Most are good suggestions, including the Fire Dragons Earch shooter being replaced by a sniper. he still singles out on 6's...but the downside is that Flyers will get their jink save, and other units will still get cover. They do not if using the Exarch. His other four don't do anything....They're just wasted points usually.

    As to the ROW, it does not stack. It doesn't make them roll 4d6, and it doesn't make them check twice. The only reason I put it twice is in the event one of the farseers die, then it is still in effect. It merely states "Peril checks are made on 3d6 and peril on a 12 or better"

    I may purchase some extra bikes with Shuriken Cannons to bring them to 6 each. I like the percents better and the shots when built out that way.

    EDIT: It was pointed out to me that the Errata states EXTRA, so that means RoW on both farseers WOULD force 4d6. I am so happy.
    Last edited by Mikey; 10-08-2012 at 02:47.

  9. #9
    Chaplain Frimbleglim's Avatar
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    Re: 2k Pure Eldar for Tournament- Need Critique

    You could take crack shot on a reaper exarch. No tank hunter that way though.
    Gods in 3.0 D&D play dice with the universe, sometimes throw the dice behind the DM's screen where they cannot be seen and then count as getting the best possible result.

    "Absolute precision buys the freedom to dream meaningfully." -Donnal O'Shea The Poincare Conjecture.

  10. #10

    Re: 2k Pure Eldar for Tournament- Need Critique

    Thinking seriously of adding 2 Vibro Cannon Heavy Artillery unit. Thoughts on this? I'm intrigued that they make the entire unit T7, and it has 2 Wounds. Add a Warlock to it means I will hit on either a 3+ or 4+ on two dice, and if either hit then it's one line from one of the guns that auto glances vehicles, or D6 S5 hits on a unit. I'm thinking not too shabby. Can't move and shoot like I can w/ the plats w/ guardians though.

    Thoughts?

    Mikey

  11. #11

    Re: 2k Pure Eldar for Tournament- Need Critique

    Tried vibro cannons, hitting multiple units can force lots of saves but against anything with a half decent save wont kill much, D cannons at AP2 with insta death on 6's are more random with shorter range but are devastating. Against vs armies with low saves like guard ur probably putting a line through a blob that is only going to count as 1 unit to put 1 glance on the manticore behind. Killing that manticore is worthwhile but i'd rather bet on flanking warwalkers getting it done on turn 2. Maybe good against orks but as i haven't actually played that out cant say from experience.

    The problem is whether its 1 auto glance per unit (my understanding) or an auto glance for each vibro-cannon in the unit (i've seen comments noting some tourneys play this way), so they are either mediocre or really op...

    Either way artillery, preferably set up in terrain draws attention away from other stuff and can soak damage well.

    Ps. ur warlock can also give them a cover save but again setting up in cover is just cheaper.
    Last edited by Waxdollninja; 10-08-2012 at 01:45.

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