Title: 1500pts Mech Eldar
Description: Mech Eldar Army List
Isildius - November 29, 2007 08:21 AM (GMT)
Something I thought up. Please criti.
HQ
Farseer - Bike, Singing Spear, Doom
Elite
6x Harlequins - Kisses
6x Harlequins - Kisses
Troop
8x Dire A - Exarch, Duel Avenger, Bladestorm
(Serpent - TL+BL, Stone, Vector)
8x Dire A - Exarch, Duel Avenger, Bladestorm
(Serpent - TL+BL, Stone, Vector)
Fast Attack
1x Viper - Scatter
1x Viper - Scatter
Heavy
Falcon - Scatter, Holo, Vector, Stone
Falcon - Scatter, Holo, Vector, Stone
1493pts.
Breakdown
4x strength 8 shots
4x strength 6 shots
60x strength 4 shots from DA
6x TwinLink strength 4 shots from skimmers
36x CC rending chances on charging from Harlequins
Cheers
darthken - November 29, 2007 11:49 PM (GMT)
ok lets begin, 1stly lets see some tactics you have devised for this list (it'll help with the critique) showing things like how you plan to use them, who you main opponents are etc etc.
i would personally drop 1 unit of Harlequins, 2 units seems to be a bit greedy :P
and in their place put on a unit of jetbikes so you some where to hide your farseer. having him all by his lonesome is a good way of getting him killed quickly.
are you running the vypers as 2 seperate choices or 1 squadron??
Isildius - November 30, 2007 01:12 AM (GMT)
Hi Darthken, thank you for the warm welcome.
Plan is to take out AT weapons ASAP with Brightlance and Pulse Laser. Rest of the unit keeping out of LOS.
DA w/ Serpent to do FOF when opportunity arrives.
Harlequins will hitch a ride on Falcon. Depending on opponent, will first fly the Falcon about 10" away from intend target and survive 1 round of pounding. Next turn Serpent with DA's comes in and blade storm said squad. Harlequins disembark and charge in. If the unit is tuff, will bring 2 units of Harlequins in while other units(Serpent/Vypers)will block incoming CC support as possible.
Vypers are two seperate unit. Keeping it cheap and low. Can be suicidal unit if need arise. Main role is to be torn yet not threatening.
Will keep my Farseer with ID status to avoid being targetted.
That's my basic battle plan.
PS Sorry MOD, pressed wrong button when submitting this reply. :D
darthken - November 30, 2007 02:00 AM (GMT)
ok that looks cool then. im not that conversant with elder (yet) having only just started my Ulthw'e themed army. more a darkelder player.
But is see what your trying to achieve, a two pronged attack on a single unit with DA's & harlies.
with the rest running interferance.
I just totally forgot that falcons can transport troops.
Maybe try to squeeze in a shadowseer for the harlequins if you can find the points.
maybe when Cal jumps on he will be able to give you a bit more of an indepth critique.
Calaith - November 30, 2007 08:13 AM (GMT)
G'day Isildius and welcome to the Craftworld. :)
Ok, I've taken a look at your list and several things concern me. Firstly, what sort of oponent do you generally face? This list would really struggle against a good Chaos/Space Marine and Necron lists, as a lack of AP3 and power weapons would make it strenuosly difficult to slug through all the 3+ saves. The rending weapons of the Harlequins don't come through for you on their own either. Your unit choices are quite good against opponents such as Dark Eldar, and even Tau.
However my second concern is that your choice of more expensive units has caused you to have a fair lack of models. Other armies, at this size game, can really pack a lot more models and infantry. The units you've chosen would cut through Orks and Tyranids and Guard very easily, but you could be outnumbered twenty to one, which makes things again very difficult.
Overall my concern is that you don't have enough fire power to last through an entire game, especially when you start taking casualties yourself. There is no garuntee that all your tanks will make it safely to a drop point at all, and believe me, in an army of almost entirely units in tanks you will take a lot of fire. Its good that you've prepared with Lances and Pulse Lasers, and these guns will come in handy at destroying enemy tanks, however missile launchers/las cannons/melta weapons and similar anti-tank weaponry in infantry squads will be difficult for you to destroy early in the game.
Ok, so with all that said, I have some tips and advice for you for changing this list, while still trying to keep the basic theme and playing style you've tried to construct for yourself. If you don't like the changes I've suggested, don't use them. But play test this list if you wish with an open mind to changes.
Of firstly, I would consider swaping the Harlequin squad for a squad of Scorpions with an Exarch. The scorpions are cheaper, freeing up some points to put back into the army. They are more effective than Harlequins at a small size, primarily because the Exarch lends a lot of power to them. They have just as many attacks as Harlequins, have 3+ saves making them more survivable, and they are consistantly Strength 4 meaning they can continue to fight on effectively past the first round of combat. The loss is that they can't fleet of foot however, meaning you will have to get the Falcons closer to the enemy before they disembark.
With the extra points throw another Avenger into each of the squads. Every two shots helps.
The vypers are interesting, but honestly I can't see them killing much unless they catch a low armoured oponent out in the open. I'd use War Walkers instead, as they are just as cheap and can take a lot more fire power. Their weakness is that they cannot easily re-deploy if they end up with few targets, plus they are probably slightly easier to destroy than Vypers. But the extra fire power means you will be getting more for your points, plus they can lay down 8 scatter shots each meaning they will be able to do some serious hurt to large squishy units and smaller hard units alike! Unfortunately you will need to field them as one squad however to stay within the Force Organisation chart specifications, but hopefully your oponent will be too busy firing off missiles and las cannons at your skimmers to pay your Warwalkers any heed.
I would also advise dropping Doom for Guide with the Farseer as a final point. Most the units in your army are effective at wounding enemy models. Not all of them, particularly your tanks, are very versed at shooting acurately however. Casting Guide on your tanks will see more high strength shots hit which will see more return for your invested points.
(As a side note, once you've play tested the list a bit, if the Farseer doesn't work out for you, consider swapping it for a cheap autarch with an Avenger Catapult or a Fusion Gun to ride around with an Avengers unit and give them a little more edge when shooting.)
And whether this appeals to you or not I'm unsure, but if you do decide to take Scorpions and War Walkers, you'll have a very swift 'Scouting', 'recon' themed army list.
Cheers, Cal
Isildius - December 1, 2007 12:31 AM (GMT)
Hi Calaith,
Words of the Wise.
Thank you for your valuable comments. The very backbone of army structure of this list is trying to be like Mech Tau.
Falcons per Hammerhead
Serpent per Devilfish
Vyper per Phirana
Perhaps should change Falcons to Prisms and add Warp Spiders for JSJ like Crisis XV8.
I can see the concerns and I will revise the list.
Thank you.
Cheers
Calaith - December 2, 2007 05:37 AM (GMT)
Dropping The Falcons for Prisms and Harlequins for Warp Spiders might be a good idea, however I'd try to fill out the warp spider units as much as possible. These guys generally do take damage before they get in range to shoot, unless you have really high or plenty of terrain.
It's an interesting idea you have, but if you like Tau so much why not collect Tau instead? Simply put, two different armies will have two very diffierent playing styles, and attempted replicas are a bad idea. You're forgetting that Tau have large squads of S5 Range36" armed Fire Warriors for Troops. We on the other hand have the much shorter ranged shuriken catapult, and this must be taken into consideration. The Avengers can't give as much immediate support that the Fire Warriors can give the Tau.
Additionally, Fire Prisms are much different from Hammer Heads, and Warp Spiders much different from Battlesuits. Firstly, Fire Prisms are a lot faster, and can link shot. The Spiders on the other hand don't have very long ranged guns as all, are probably more fragile and harder to use, and their second jump can be very dangerous to the uncareful. Additionally they can, unlike battlesuits, do quite admirably in combat against the right sort of opponent.
That said, why not try this?
HQ
Farseer, Bike, Singing Spear, Doom
Troops
8 Pathfinders
8 Pathfinders
(long ranged immediate support, less expensive than the Avengers and Serpent)
Fast Attack
8 Warp Spiders, Exarch with Additional DS and Power Blades. Withdraw
8 Warp Spiders, (same as above)
3 Vypers - Bright Lances. (anti-tank)
Heavy Support
Fire Prism with holo-fields and spirit stones
Fire Prism (same as above)
(anti tank and anti infantry. Good against pretty much anything)
This is just a very rough list off the top of my head, not sure if it equals anywhere near 1500 points. Also, squad sizes are just recommendations, and you may wish to change them due to points constrictions.
Cal
darthken - December 2, 2007 02:13 PM (GMT)
another question are you starting to build this army or do you already have the models.
And if you are starting an army could I interest you in coming over to the "Dark Side". :D :D :D
Isildius - December 3, 2007 12:58 AM (GMT)
The Dark Side...
.
.
.
already there. :) Have a Necron Army.
Two friends of mine left their Eldar Army at my place (cause they come to my place for gaming) thus I have access to most of the models.
Some times I will use their army with my army list.
Experimenting with Eldar but playstyle Tau. Tau mainly are playing VP denial games. Would be interesting if Eldar can pull it off too.
Thanx against for the suggestion list.
darthken - December 3, 2007 02:19 PM (GMT)
yeah i have necrons to. but i always see if i can interest people in my first love of Dark Elder though.
Spacefrisian - December 4, 2007 03:26 PM (GMT)
Just wondering Harlequins with Kisses, No Shadow seer? That is what makes them good.
Calaith - December 4, 2007 09:45 PM (GMT)
I would have suggested a Shadowseer myself, only he planned on giving the Harlequins a lift in the Falcons. Shadowseers, in my opinion, are too expensive to use unless your Harlequins are going to slog it on foot, in which case they are pretty much essential. In vehicles however, you're better off giving them a Troupe leader, or keeping them cheap and not bothering.
Cal