Thursday, June 6, 2013

Refining my Eldar list





































As always I've got the Eldar on my mind these days.  With a couple of games under my belt I thought I would turn my mind to fine tuning the list at 1500 points.  The place where I think I should change up the army is with the falcon.  There is a lot of hate right now for the falcon: some of it justified, some of it not.  There is also no question in my mind that the wave serpent is probably the best tank in the new codex.  But it does not help when a unit cannot take it as a squad upgrade.  Enter the falcon then, for units such as rangers, harlequins and warlocks, they do not get the privilege of selecting a wave serpent for a dedicated transport.  So with that in mind I decided to rethink my 5 man avenger unit that acted as a body guard for the farseer in the falcon.

Five avengers by themselves seems like a great waste to me.  The strength of the avenger is in the maxed out squad.  In order to take advantage of their rules you need to be rolling lots of dice.  Bladestorm loses its luster when you only have 10 shots being pumped out.  Also items such as grenades on rear armour ten or counter attack don't really seem worth it when you have only 5 models.  The biggest draw back, however, is giving up the option of a wave serpent.  Does not make sense lol.  So I've decided to replace the avengers with rangers.

What to rangers bring to the table you might ask.  Well first of all a savings of 5 points.  That 5 points goes a long way as I now have room to give my farseer spirit stones (to reduce warp charge 2 to 1).  This is a great bit of kit for any farseer as you can reliable get 3 powers off any given turn.  Now with mechdar you are somewhat limited with the utility of the farseer.  The line of site changes to 6th edition really suck.  So the farseer (when embarked) is limited to only buffing the unit he is attached to and the tank he is ridding in.  Seeing as 2 guides are primaris powers for the farseer, they seem redundant when he is in a wave serpent.  In fact, part of the reason I like the falcon is that the farseer can buff it up tremendously.  Re-rollable 4+ cover save and 4 twin linked AP 2 shots a turn makes for a solid battle tank.  Especially when you consider it is protecting 5 squishy troop models for late game when they need to seize objectives.

To be fair, 6th edition mech lists do not play like they did in 5th.  The most important change is the inability for troops to score when embarked (a close second is the introduction of hull points).  So you must at times during any given game extract your models from the transport.  The 5th edition mantra 'never leave your tanks' just does not fly anymore.  This then provides another reason to max out your Avenger squads.  You have a better chance of surviving when you have numbers on your side.

I suggest it is also to your advantage to bring your farseer out of your transports regularly through out the game as well.  Being able to spreed 2 guide spells is a huge benefit to a BS 4 army.  The avengers do not really help protect the farseer but for soaking up wounds.  Also when using the spirit stones, your farseer forgoes his rune armour protection for a turn.  This cost to using the stone is strongly mitigated when you have rangers escorting your farseer.  With the rangers your farseer gains stealth that now provides a decent save when he draws on the spirit stone (up to a 2+ going to ground in ruins).  The rangers provide your farseer with more durability than the avengers ever (at least at range).

Of course deciding to bring your farseer outside of the protective confines of the falcon is subject to the particulars of any given game.  If your opponent is bringing tau; helldrakes; whirlwinds or the like you likely will start the game with your farseer embarked (not so much with helldrakes).  But if you have first turn and you are not facing a lot of ignore firepower, then there likely will be many times when your farseer should start out the game outside but in arms length of the transport.  Providing you the ability to twin link 2 more items in your list at least for the first turn.

So with all that confusing nonsense done with here is the new 1500 point list I am thinking of.

HQ:
Farseer - spirit stone

Troops:
3 x 10 Avengers - wave serpent, holo, lasers
5 Rangers

Heavy:
Falcon - holo, laser
Fire Prism - holo
Wraith Knight

Minor changes to the list but I think it will perform better now.  All things being perfect (ie first turn, you rolled fortune, guide, prescience) I can start the game with all my long range guns twin linked.  The farseer and rangers try and find ruins to start out in with the falcon and wraith knight (with one toe standing in the ruins as well or best cover available)  close by.  My fire prism needs to then be within 24 inches of the farseer on my set up to get the benefit of guide.  I can be more flexable with the starting arrangement of my wave serpents as they act independently to the other elements of my list.  Finally the falcon upgrades the starcannon to a scatter laser to twin link the pulse laser (miss the star cannon though)  This set up allows me to bring to bear on my first turn the following twin linked BS 4 shots:

2 strength 10 AP shots at 36 inch range
1 strength 9 lance AP 1 shot at 60 inch range (plus the other 2 blast versions of gun)
2 strength 8 AP 2 shots 36 inch range (twin linked range is reduced due to scatter laser)
3d6+3 strength 7 AP - shots at 36 inch range that pin and ignore cover (the bread and butter of list)
12 strength 6 shots (and 4 non twin linked for total of 18) AP 6 at 36 inch range

It is important to note that I can effectively add 12 inches to all of the above ranges with the movement of all of my units with out sacrificing any fire power.  At 1500 points that is a lot of guns for any opponent to deal with.  Thats 28 to 43 pin point accurate shots coming off the top first turn.  Priority targets being an opponents anti tank then poison/sniper shots.  Second turn then my avengers will be in a position to pounce with 60 rending light shots.  As mentioned in an earlier post, the wraith knight acts as a utility character shooting or blocking in coming assaults et al.

I'm thinking that swapping out the avengers for rangers is a good idea.  Bringing my list up to 1850 I'm planning to add another avenger serpent and 5 jet bikes to allow me some late game shenanigans.  Wow what a wall of text.  If you made it this far, thank you for taking the time to read.

Second Game in With Eldar







































Thursdays at my local game store are 1250 point games.  So I brought the following:

HQ:
Farseer - singing spear

Troops:
3 x 10 Avengers - wave serpent, holo, lasers
5 Avengers

Heavy:
Falcon - holo, star
Fire Prism - holo

1250 points on the nose

I got one game in today, played another Eldar player.  Adding up the points for the blog post I realize he was about 210 points over the limit lol.  He had a footdar list with the following:

HQ:
Illic

Elite:
5 Fire Dragons - exarch, fire pike

Troops:
10 Guardians - EML
9 Avengers - wave serpent, lances
5 path finders

Fast Attack:
Crimson Hunter - Exarch

Heavy:
Wraith Knight
6 Reapers - Exarch, EML, Star missles
War Walker

He got first turn and took out my fire prism with his reapers.  He poured quite a bit of fire power into my tanks but they held up for the most part (lost about 3 hull points across 2 tanks).  After I got my turn the game swung completely in my favour.  Was able to get my 4+ jink saves up.  also had rolled fortune, death mission and guide on my farseer so the falcon was fortuned and guided for most of the game (lost one wound on far seer turn 3 with a peril).  I simply just skirted the edges and focused on killing all his fire power that could touch my tanks.  The Falcon put 3 wounds on the wraith knight that was ultimately taken down by 2 squads of blade storming Avengers.  The Crimson Hunter went down as well to the volume of fire power of the serpents.  I had tabled him on my turn 4.  Stoked that my list did so well with the 200 point difference.  Need to get some more games in.

Wednesday, June 5, 2013

First Game With Eldar 1500 points







































I posted this up on the 11th company forum after my first game today.  Figured I could repost it here as I don't really want to type it up again.

Just had my first game with the new book. Brought mostly my 5th edition list along with the wraith knight stock. I had the following 1500 point army.

HQ:

Farseer - spear

Troops:

3x10 avengers - ws, holo, laser
5 avengers
Heavy:
wraith knight
fire prism - holo
falcon - star cannon, holo, spirit stone

I played against raven wing with guard allies. Not sure exactly what he had in his list but it was lead by samuel. I could not believe the fire power my list put out. I shot 2/3rds of my army turn one and nearly tabled him before we called it quits (had 5 marines left on the table). The wave serpent is simply amazing. The army is a lot like a mech guard army from 5th edition. The closer you get to it the more fire power it puts out. 10 blade storming avengers does a lot of damage to mec. Also the 18 inch range was crucial. Allowed me to run some of my Avengers to squeeze out a few more inchs so they could fire (on the first turn to boot).

It was only one game and it was a bad match up for my buddy (and in all fairness had no clue what to expect) but I don't think there is much in the game right now that can handle mech Eldar. AV 13 Necrons would likely be a challenge but what else? Hell Drakes don't really pose a problem. Missile spam always gave me grief in 5th edition and I would imagine that if it was still prevalent it would be a concern. But at the end of the day its the d6+1 shots that ignore cover that makes mechdar strong. Nothing is safe from those shots at 60 inch range. They certainly would take out entrenched long fangs and the like turn one. The are absolutely brutal for someone to deal with.

Another strong point for the mechdar list I suspect is the ability to pick up secondary objectives. First blood is not something that mechdar will give up easily. Also, with the mobility offered by the fast tanks, line breaker is not to hard to grab either.

Anyway, my list is not even optimized so you could get more fire power into a competitive list. One thing though, I don't think the min davu upgrade is the way to go. At least from my one game, the massed anti-infantry shots that shuriken catapults bring really round out the list.
In 5th edition I exchanged volume of fire for durable fast tanks. It was the trade off that made Eldar an army that had to be very careful with how it moved. But now the army puts out a metric ton of fire power at the cost of hull points. Its a trade off I can live with.

Tuesday, June 4, 2013

Amazing Asurmen and His Flying Circus



1500 Points or so

HQ:
Asurmen

4+1 Avengers + Exarch - wave serpent, holo, lasers, vectored engines
Troops: 3 x 10 Avengers - wave serpent, holo, lasers, vectored engines

Heavy:

Fire Prism - holo
Falcon - holo, star, vectored engines

Probably the most awesome list ever.

1500 Points Plastic Eldar Built





























Army is built and largely ready to play.  Need to go back finish painting the fire prisms then the wave serpents.  If I can keep my fickle nature on track I will try and tackle the wraith knight.  All plastic all the time lol its awesome.  The list is the same from my last post.   Expanding the plastic themed list I would like to include 10 jetbikes and 2 crimson hunters, bringing the total points up to 2000.  Though that may change after getting some games with the above list.  Plan to play quite a bit with the above core list adding in and taking away little bits to try out different parts of the Eldar codex.  Also very tempted to add in some Tau...

Sunday, June 2, 2013

Wraith Knight Magnetized






























Wraith Knight built and magnetized.  Only missing bits are the shoulder mounted weapons that I'll get to later.  Also put together the plastic Farseer (great model).  Behind the Wraith Knight is a 1250 list that is made up entirely of plastic models.  Just need to finish putting together one squad of Dire Avengers.  With the Wraith Knight my 1500 point list is as follows:

HQ:
Farseer - singing spear

Troops:
2 x 10 Avengers - wave serpent, scatter lasers, holo-field
10 Avengers - exarch, shield + power weapon, shield of grace, wave serpent as above

Heavy
2 Fire Prisms - holo-fields
Wraith Knight - plasma cannon

Total Points 1500

The Farseer will ride with Exarch to act as his body guard.  100% plastic army.  1500 points is the goal right now as I've a friend who has just built 1500 points of raven wing dark angels.  Going to get some games in to break in this new book.

As for magnetizing it was relatively easy as the kit gives you 2 sets of arms.  Thats all for now.

Saturday, June 1, 2013

First Stab With Mechdar 2000 points

























Book in hand! Great times ahead with a fresh take on an old army.  First thing I should mention is that I'm having a nerdish breakdown.  Super stoked with new book.  Consequently I'll likely just ramble off lists and spew a lot of giberish over the next while as I digest the new codex.  That said and behind me, thought I would take a crack at a return to my old mechdar.  First the list then my thoughts behind it:

HQ:
Autarch - Fusion Gun

Troops:
10 Storm Guardians - 2 Fusion Guns, Wave Serpent, Twin Linked Scatter Lasers, Underslung Cannon, Holo-Fields
3 x 10 Avengers - Wave Serpent, Twin Linked Scatter Lasers, Underslung Cannon, Holo-Fields

Fast:
2 Crimson Hunters

Heavy:
Wraith Knight
2 Fire Prism's - Holo Fields

Total Points 2k on the nose.

Breakdown:
14 Kill Points
4 squishy troop selections
6 4+ cover saving fast skimmer tanks
2 glass cannon flyers
+1/-1 manipulation of the reserve roll
Big MC to act as a swiss army knife

Dakka Potential:
69 rending lite strength 4 shots a turn shuriken pistols and riffles (plus additonal twin linked catapults on fire prisms)
12 twin linked rending lite strength 6 shots a turn
16 twin linked strength 6 shots a turn
4d6 + 4 twinlinked ignore cover pinning strength 7 shots a turn
3 strength 8 melta shots a turn
8 strength 8 shots a turn
2 strength 10 shots a turn

Starting with reasons to take the Autarch: I figure with a mech army that pyschic support would be hamstrung as everyone will be mounted in transports.  Also he is one of the cheapest HQ options in the new dex.  Thinking about it some more, his reserve manipulation ability would help out tremendously keeping the Crimson Hunters alive or maximizing their dakka during any given game.  Intercepting quad guns and the like will own the new jet fighters with only av10 armour.

I figure if you are going to take a Crimson Hunter, why not take 2 lol.  Great at knocking out flyers.  Also figure if I only take one there is the chance that I completely loose the utility of including a flyer.  Redundancy is king and with 2 flyers I can improve my odds that I can get the most out of them.  Also the reserve manipulation helps out a ton.  One thing I noted about the Autarch ability is that you can decide to add or take away one from your roll on a model to model basis.  I like this as I can stagger my jets coming in from reserve if I wish.

Wave Serpent I talked about before.  After some more thought I don't know if the underslung cannon is required.  Moving 12" a turn only allows me to fire 2 guns at full ballistic skill.  With the holo-fields I plan to be shooting off the shield most of the time.  Mind you, if I take the underslung cannons it allows me to keep my options open if I need to keep the serpents defensive in nature.  On added benefit to keeping the shields defensive of course is that if my tank is removed from play it likely will be to loosing hulls points turning it into a wreak.  This allows my MC then to take advantage of a 4+ cover save from standing in a wreak.

The Wraith Knight I plan to run behind the Serpents to get a 5+ cover save and hunt down models that are required to be doubled out or immediate threats to my tanks.  Also plan to use it like a line blocker jumping in front of my tanks if required to prevent the enemy from assaulting my tanks.  A real swiss army knife lol.  The 2 strength 10 shots are backed up with the 2 fire prism shots.  Really dig fire prisms as they allow you to remain flexible through out the game.  Strength 9 lance will be the bane of av13/14 vehicles.  Large blast ap3 and blast ap2 are not to shabby either.

30 Avengers stock, with 6th edition one can no longer sit the game out in transports so I need something to actually reach out and score on objectives.  With the inherent leadership 9 I'm thinking the best build for them is on the cheap as they get so many great abilities stock.  With me taking an Autarch I figure I could kill a couple of birds with one stone by equipping him with a fusion gun.  The Storm Guardians allow me to get 2 more fusion guns  along with him.  Still a very fragile unite but at least if required I can tank incoming shots to the squad with the 3+/4++ save of the Autarch.  BS 4 and WS 4 I 5 gives them a bit of an edge against the weaker races of the 40k universe.

That is that and another list plotted out.  Scaling it back to 1850 I would remove one of the Crimson Hunters.  Also, I could drop the underslung cannons to give the Wraith Knight the points to upgrade his weapon to the heavy 3 plasma cannon and 5++ save.  Going to play around with the list.

As it stands I've picked up my new models so I will start focusing on building the army as soon as tonight.  Stay tuned for more nonsensical rambles...

P.S.

Here is question that I will need to look up, does the crimson hunter get a cover save by obstructing 25%  line of site with the wraith knight?