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 Eldar/Dark Eldar - 1500pts.

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Ash'iq
Slave
Ash'iq


Posts : 13
Join date : 2012-07-08
Location : Scotland

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PostSubject: Eldar/Dark Eldar - 1500pts.   Eldar/Dark Eldar - 1500pts. I_icon_minitimeTue Jul 10 2012, 18:44

Heyy guys, I'm thinking of running this list at my club on friday, what do you guys think?

1. Eldrad Ulthran - 210pts.

2. Dire Avenger Squad - 153pts.
w/ 8 members, Exarch; Power weapon & Shimmershield, Defend, Bladestorm.

• Wave Serpent - 125pts.
w/ Twin-linked Scatter lasers, Spirit stones.

3. Dire Avenger Squad - 153pts.
w/ 8 members, Exarch; Power weapon & Shimmershield, Defend, Bladestorm.

• Wave Serpent - 125pts.
w/ Twin-linked Scatter lasers, Spirit stones.

4. War Walker Squadron - 200pts.
w/ 3 War Walkers, 4x Scatter lasers, 2x Starcannons.

............................................................................................

5. Archon - 150pts.
w/ Huskblade, Combat drugs, Haywire grenades, Soul-trap, Shadow field.

6. Wych Squad - 148pts.
w/ 9 members, Hydra gauntlets, Haywire grenades, Hekatrix; Agoniser.

• Raider - 80pts.
w/ Nightshields, Enhanced aethersails, Shock prow.

7. Scourge Squad - 150pts.
w/ 2 Haywire blasters, Solarite; Power lance.

Total = 1494pts.

So Commorragh, what do you think?

Iranna.
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Anggul
Sybarite
Anggul


Posts : 320
Join date : 2011-06-22
Location : Southampton, England

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PostSubject: Re: Eldar/Dark Eldar - 1500pts.   Eldar/Dark Eldar - 1500pts. I_icon_minitimeThu Jul 12 2012, 00:39

May I suggest dropping Defend on both Dire Avenger squads? Believe me, it isn't worth the 15pts each, you could save yourself 30pts right there. I don't take Bladestorm either (I don't like the idea of paying 15pts per squad for a few extra shots that I'm only going to use once in a game), but that's personal preference, I know many Eldar players do use Bladestorm. I also prefer dual catapults on the Exarchs. They're cheaper and with the Exarch's BS5 they really add some serious firepower.

I would drop the couple of Starcannons on the last War Walker and just give it Scatter Lasers too, they really are the best option most of the time and are also cheaper.

I've played Eldar a lot longer than I've played Dark Eldar, so my advice on them is more valid than what I'm about to say about the Dark Eldar.

Your Archon doesn't need Haywires, the Wyches already have quite enough.

I doubt that you're going to be using the Solarite in close combat as you're going to be trying to keep the Scourges as far away from close combat as possible, as they're mobile fire support. Either take one with the usual Splinter Carbine for the higher Leadership, or don't bother with one.

You'll probably find that you don't get to use the Shock Prow on the Raider, as you'll probably be getting out as soon as you think you can assault, and from then on the Raider is either firing its Dark Lance or being shot down. The Night Shields are also kind of pointless on a Raider which is going to be getting up close to the enemy, especially seeing as rapid-fire guns can always fire at full range now, so Bolters can see you in 18".
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Enfernux
Wych
Enfernux


Posts : 823
Join date : 2012-05-31
Location : Hungary, Szeged

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PostSubject: Re: Eldar/Dark Eldar - 1500pts.   Eldar/Dark Eldar - 1500pts. I_icon_minitimeThu Jul 12 2012, 09:54

On the eldar section: Ultran needs to be out of the vehicle to use his powers, so hes over priced now for the "pimp mobile" tactic. Get a regular farseer.
Add a nother farseer to the other squad for a better up result, or an autarch warlord for with him, you can give reserve rolls a +1 if you want to, combined with strategic warlord, +2 anyone?
Lose defend and shimmer on the dire avengers, or the bladestorm.
equip you WW the same way, so you dont have to roll separately, that alwayse messes with average results.

DE side: 150 pts for a cc HQ? well....iduno, i wouldn pay that much. Maybe a succu with VB and haywire, for a total of 75 pts.
Would lose the agoniser on the heka.
Would lose the shock prow on Raider.

these are my thoughts, though i can only compare to meta here...and we have a lot of variations. Maybe you could up the scourges to 10 man squad with 4 hwb?
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Starstrider
Kabalite Warrior
Starstrider


Posts : 109
Join date : 2012-07-11

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PostSubject: Re: Eldar/Dark Eldar - 1500pts.   Eldar/Dark Eldar - 1500pts. I_icon_minitimeThu Jul 12 2012, 14:20

Anggul has already given very good advice but I'll add my own thoughts as well.

Actually, Eldrad only needs to be out of the vehicle to use his powers if you're going for Eldritch Storm, Mind War or the new rulebook powers. Doom, Guide and Fortune don't require LoS so can be casted from inside a vehicle.

Shooting is generally a safer bet than combat in 6th ed and although Defend with the power weapon and shimmershield will give the Dire Avengers a chance to hold something up in combat, that's all they'll do, hold it up before eventually being killed unless you can get help to them ASAP. You won't win any combats that way and Eldar are very specialist, keep them doing what they are meant to do and let other units deal with things outside their role. You don't want to build them as multi-purpose units and Dire Avengers are best at shooting and, as I said before, shooting is more dominant in 6th ed. So, my advice is to drop Defend and the power weapon and shimmershield, instead giving the Exarchs two catapults. I'd also strongly reccomend bumping the squad sizes up to 10. As well as increasing your all-round potency, it makes more efficient use of Bladestorm which is very useful in a pinch. Don't forget you can fire it on Overwatch which, coupled with Foreboding if you take rulebook powers, could give your opponent a nasty surprise.

Wave Serpents look good to me although I would always take them with underslung shuriken cannons. Those few extra points can really make a big difference, especially with the rule about defensive weapons gone and fast vehicles now able to fire 2 weapons at cruising speed.

Starcannons aren't quite so overpriced as they were in 5th with 6th reducing cover and introducing focus fire but I would still reccomend Scatter lasers over them as they're cheaper and will achieve much the same effect against most targets. 3 War Walkers all with scatter lasers being boosted with Guide or Prescience can also be quite a threat to flyers.

The Huskblade and Soul-Trap combo isn't very effective anymore as most ICs will now be running around with 2+ armour saves so I would advise swapping the blade out for an agoniser and power axe.

I generally find the shardnet more useful than the gauntlets, especially as you would really have nothing at all to fear from Dreads with a net and haywires. However, since the Archon is going around with them and you want to be killing stuff not just tarpitting them, a razorflail may be a better idea. I find it more reliable than the gauntlets but that's really personal preference at the end of the day. A phantasm grenade launcher is a good buy as it can help reduce the effects of overwatch against the Wyches which is really rather nasty against them.

Enhanced aethersails and shock prows aren't going to be much use most of the time and I would always reccomend not putting too many upgrades on such fragile vehicles as a Raider. Night shields can be useful though since you can pre-measure and flickerfields are only really worth it on our flyers.

You don't want your Scourges in combat as they will die very quickly so drop the Solarite and power lance.

With the points left over, a couple of suggestions would be to give the Archon ghostplate and the Hekatrix a blast pistol or add an extra Scourge and keep the Raider with aethersails.
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PostSubject: Re: Eldar/Dark Eldar - 1500pts.   Eldar/Dark Eldar - 1500pts. I_icon_minitime

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