Tuesday, July 3, 2012

My shot at a 1500 and expanded 2000 6th Edition Eldar lists


1500 pts

HQ

Farseer- jetbike, runes of witnessing, runes of warding, fortune, doom, spirit stones, singing spear
Warlocks (4)- 4 jetbikes, 2 destructors, embolden, enhance, 2 singing spears

Farseer- guide, runes of witnessing, singing spear

TROOPS

Guardian Jetbikes (3)- shuriken cannon
Guardian Jetbikes (3)- shuriken cannon
Pathfinders (5)
Pathfinders (5)

ELITE

Fire Dragons (6) 
Wave Serpent- twin linked shuriken cannons

HEAVY

Fire Prism
Fire Prism
Warwalkers (3)- 6 scatter lasers


The general tactics behind this list is to fortune up the seer council and 48" move them over to enemy territory to try and bait them in shooting everything at them while they bounce around are pop all of their transports or tie up any large or scary units. 2 destructors for torching before the charge and for overwatch. singing spears are for a nice S9 12" shot agaisnt a vehicle at range to see if you can pop a transport so you can charge its goodies. The other farseer joins a patfinder group in cover and guides the war walkers as much as possible. If he cant then he guides the pathfinders. In objective games try to put some objectives in cover close to you ( preferably ruins) and sit your pathfinders in them. Keep the walkers near by to get guided and shoot 24 S6 shots at 36" range the whole game. They should also give protection to any deep striking flamer unit that would try to torch your pathfinders. If need be, charge your walkers into close combat to not allow flamers ANYWHERE near the snipers. One flamer template can destroy the entire squad. Keep the guardian jetbikes in reserve as long as possible then 48" move them to contest or capture late game. The fire dragons are for any heavy (monolith, land raider) unit that needs to be shot. Boost them over, hope to god your jink saves hold and next turn unleash the dragon. The key is to be smart with the dragons and use them wisely. They are most likely a one trick pony. Keep the fire prisms in the back, shooting down the firing lanes. If your dragons die buddy up your prisms for a S10 ap1 blast. Try to use the new blast rules to your advantage and bust up those parking lots. A good thing would be to pop a rino with your singing spears and put a twin linked S6 ap3 combined blast from both your prisms right on top of the goodies inside(probably marines). Then jump your 2D6 with the council towards their next target.

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2000 pts (expanded from the other list)

HQ

Farseer- jetbike, runes of witnessing, fortune, singing spear
Warlocks (4)- 4 jetbikes, 2 destructors, embolden, enhance, 2 singing spears
Eldrad
Avatar

TROOPS

Guardian Jetbikes (3)- shuriken cannon
Guardian Jetbikes (3)- shuriken cannon
Pathfinders (5)
Pathfinders (5)

ELITE

Fire Dragons (6) 
Wave Serpent- twin linked shuriken cannons

Wraithguard(5)


HEAVY

Fire Prism
Fire Prism
Warwalkers (3)- 6 scatter lasers
Wraithlord- wraithsword, 2 flamers


I swapped out the second farseer for Eldrad to add more psychic goodness to the board. 3 powers a turn is great. To do this I had to cut back the jetseer a litte bit. He is primarily now used to just fortune the seer council. I also added the avatar, a wraithlord, and wraithguard. I would follow a similar tactic as with the 1500 pt list. But now Eldrad would march forward in the wraithguard and within 6" of the wraithlord. The wraithlord would dive into the biggest vehicle on the table putting out 4 S10 hits on the charge, 3 of them being ap2. The avatar would assist and/or counter charge anything that he didnt like. He also could help the lord pop a really tough vehicle. The wraithguard led by eldrad would focus on using its ap2 to the best of their ability and try to hunt termies or monsterous creatures. Hopefully with the addition of 2 MC's and a solid group of wraithguard (who will obviously be fortuned) and with the seer council flying around, there will be so many things that the enemy needs to shoot at that it will make target priority difficult for them. Hopefully my fire prisims in the back go untouched due to the scary things that will be up front. The only issue I can see right away is maybe not having enough troops on the board. After some play testing we will see.

Comments are most welcome.

4 comments:

  1. Alright, with new models on horizon, and not counting in the possibility of "Council Chariots," here's what I've come up with for the current Ye Ol' Saim-Hann 1999-pt army...

    HQ:
    Farseer-1 w/ Jetbike, Spear, Stones, RoWa, Doom & Fortune

    Farseer-2 w/ Jetbike, Stones, RoWa, RoWi, Doom & Fortune
    - 4x Warlock Unit w/ Jetbikes: 1 Embolden w/ Spear, 1 Enhance w/ Spear, 2 Destro

    TROOPS:
    6x Guard Jetbikes, 2 ShurCann
    - Warlock w/ Jetbike, Spear, Embolden

    6x Guard Jetbikes, 2 ShurCann
    - Warlock w/ Jetbike, Spear, Embolden

    7 Pathfinders (on loan from Altaioc, natch)

    ELITE:
    5x Fire Dragon
    - Serpent w/ TL ShurCann, chin ShurCann

    FAST: *Farseer-1 attached.
    4+1 Shining Spears, Exarch: Star Lance, ShurCann, Skilled Rider, Withdraw

    2x Vyper w/ TL Scatter, chin ShurCann

    HVY SUPP:
    Fire Prism w/ Stones
    Fire Prism w/ Stones


    Yes, it's HQ-heavy, but there's a bunch of fluff involved, and a bit of S6 with some S8 added in... And yes, 25 jetbikes, 2 vypers, 1 trans & 2 tanks. Only "footdar" are the Pathies and the Dragons.

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  2. For 1496, you can get the same as that almost: drop all 7 Pathfinders, a Prism and 1 Shining Spear; and, add a Spear to Farseer-1 w/ Council for grins...

    For 1490, drop the Shining Spears to keep the 2nd Prism, make all Psykers carry Witchblades, and make it 6 Rangers instead of Pathfinders.

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  3. I find Doom is much more useful for Pathfinders than Guide.

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  4. If im totally honest, i dont really know where your planning on going with this list. Take this as constructive criticsm:
    1. A seer council should be atleast 6 man strong with 5 singing spears, 3 destructors, 1 enhance and 1 embolden. This is a unit you cant ignore as you can take out hordes and even AV14 tanks.
    2. Jetbikes should be in units of 6 with 2 shuriken cannons and a warlock with destructor and singing spear. These pose more of a threat and have a chance of killing hordes/some marines and a chance of knocking a hull point or even blowing up an AV14 tank with the spear.
    3. Pathfinders arent that much of a big deal to be honest, they sit and shot and do nothing (for me anyway).
    4. A unit of 5 wraithguard is a unit that your opponet can either kill easily, ignore or stay 12 inches away from. You have to take a unit of 10 with Eldrad (and even allie with Dark Eldar and have an Archon at the front with a 2++ save which can be re-rolled with fotune).
    5. The avatar is good but can be killed relatively easily with enough shots and can be ignored like the wraithguard. I'd personally have another farseer in the seer council or buff the seer council up to 3 more warlocks.
    6. Fire Dragons aren't needed anymore as singing spears and most S6 weapons do the job. They cost like 220 points with a transport which will get killed easily.
    7. Swap the fire prisms for warp hunters for an extra 10 points (WHY WOULDN'T YOU?!?!)

    Hope this helps!

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