Hi everyone :lol:
I've been lurking round here for a while now and thought that I'd post the list that I'm looking at building up. I have avoided anything larger than a jetbike as I'm really not a fan of big models on the tabletop :unsure: This is very much a friendly list based around units that I'm fond of (leaning it almost completely towards shooting rather than assault), rather than what's the most deadly. Of course I still wish to be competitive so any constructive criticism would be appreciated :)
HQ-
Farseer - Singing Spear, Doom, Fortune, Spirit Stones - 133
Elite-
5 Wraithguard - 175
Troop-
10 Guardian Defenders - Scatter Laser - 95
10 Dire Avengers
Exarch - Bladestorm, 2x Avenger Shuriken Catapults -152
10 Dire Avengers
Exarch - Bladestorm, 2x Avenger Shuriken Catapults -152
3 Guardian Jet bikes - Shuriken Cannon - 76
3 Guardian Jet bikes - Shuriken Cannon - 76
5 Pathfinders - 120
Fast Attack-
3 Shining Spears
Exarch - 117
5 Swooping Hawks
Exarch - Intercept, Sky leap - 137
5 Warp Spiders
Exarch - Deathspinner x2 - 127
Heavy Support-
4 Dark Reapers - 140
The main problem I see with your list is this. A: you are fielding too many small easy to kill squads that can be picked off with very little fire power, and B: I don't see any real tank busting options in there.
I'd say either drop the Wraith Guard and put more points into your Guardians and Hawks and/or warp spiders. Or drop the Guardians and field a few more Wraith Guard.
Combine the two jetbike squads into one. This way you have a much more solid unit that can dish out a lot of deadly mased fire power.
Drop Fortune from the Farseer, Guide would be a lot more advantageous for an Eldar force. I see their tactics as more of a "Kill you before you have a chance to kill me" rather than "Preserve". Thus I am a fan of more agressive lists.
Find some points to throw in with your Dark Reapers. You'll really need the tank killing experise of the Exarch to take out transports and other enemy vehicles. Your Hawks should be used against the really tough stuff like Monoliths and Land Raiders.
The list is a nice one, with plenty of infantry in it. I can see it doing quite a bit of damage on the Battlefield, the amount of fire power you could throw out with it is tremendous. However try to get everything in range as early as possible. Don't feed little bits of yourself to the enemy at a time, get as much of your fire power out there in the largest number.
Other than those points above the list looks alright.
Cal
OK thanks for the advice :lol:
On your comments-
Tank busting - Because I'm running a list with no reliance on tanks myself the thought of enemy armour is somewhat less frightening. In many army lists that I've seen many tanks are ironically anti-tank platforms themselves, and as such I don't believe they pose such a great threat to me. If they sport anti-infantry weaponry then I still have Swooping Hawks and Shining Spears to deal with them, as well as Pathfinders which I have heard are rather underestimated in this role. Of course the thought of transports dropping units close to my lines is still an unpleasant one, but one that brings me to my next point...
Wraithguard - At 175 points this is a relatively cheap unit as far as Wraithguard go. Their purpose, somewhat unusually, is not to march up to the enemy lines and unleash hell (literally), but to protect my own line. With an effective range of 18" in any direction they can be relied upon to deal heavy damage to any tanks, vehicles or heavily armoured infantry trying to harrass or engage my lighter troops. Units of deep striking Terminators on turn 2 for example would prove a nightmare without them. Effectively they're a psychological weapon designed to keep big scary things away. Because of this I believe that a smaller unit is more effective than a very expensive large one. This also leads onto my next point...
Farseer - Guide and Doom is a great combo, no question there. It would seem to me though that if by casting Forune on my Wraithguard, Pathfinders, Dark Reapers, Shining Spears or Jetbikes it allows them to survive an extra few turns it will do more for me overall. This brings me to another point...
Jetbikes - It seems to me that while 6 Jetbikes can dish out more firepower as a single unit, two units of 3 gives much greater flexibility and can still combine fire on a single target if needed to the same effect as 6. The downside as far as morale goes is that I'm over 25% losses on just a single casualty - the pay off is that in order to get me to 50% on both units and get all my jetbikes off the board my opponent has to kill 4 in two units of 3, rather than 3 in a 6 strong unit. That said if I keep Fortune I will probably combine as that would tip the balance if used.
Those are my thoughts so far. Please correct me if I'm making incorrect or unwise assumptions (very likely) - that's why I'm here :lol: