HQ:40K Army: Eldar
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


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