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Eldar List; My first here and second ever as Eldar in HoR
Topic Started: 31 Jul 2015, 11:00 PM (407 Views)
SeerLord Lorthos

Hello everyone,

I hope you are all doing well and having fun gaming. I want to share with you a list I came up with an get a little feedback.

Leader3
• shining spear exarch with star Lance and rerollable 3+

Core
• Shining spear x2
• Support Weapon: Shadow Weaver + crew

Special
• 2x War Walker with scatter laser/star cannon combo

The basic plan is that spears are attack group. Weaver is Serena's group, and walkers support as needed. It's got lots of range, killing lower, and toughness but low model count.

My usual opponent is BA jump list based on spamming plasma gun marines. I've tried other units but most Eldar crap just folds vs marines due to their terrible durability and range (usually plan on an "outdoors" board. I'm hoping this has enough to take the initial plasma volleys and retain enough power to knock out key opponents so I can cap objectives. That's the hardest part: actually having models at the end with a list from Eldar
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asp

Hi,

I would go for windriders instead of shining spears to increase the model count. They're more OP pointwise, while being much worse in melee, but more guns is more guns. Just don't forget your thrust move in assault phase and keep distance :)
I also do think that 1 walker should be enough. The problem is that it's so easy to stay away from line of sight of the walker, that 2 are a bit overkill. Consider following list instead:
Distance guys:
2 vaul's support weapons: barrage shoots with no line of sight, and t7 guys with 48'' s6 monofilament weapons are quite not that bad (60 points)
1 war walker with scatter laser and star cannon (55 points)

Distance guys have a problem that if your opponent hides his guys you can't shoot them, so you need fast and cheap "fire aimers" to unhide them and shoot them all. Windriders do this quite well. Remember you can either shoot them after unhiding and risk your guys or turbo-boost away, the enemies will stay unhidden. If you're far, you can turbo-boost in a hiding place nearby, they become unhidden in 12'' radius even if you can't actually see them from your model.
5 windriders (85 points).
Warp spider exarch with spinneret rifle has 2 wounds and can keep at least some distance (18'') while being super-op s6 ap1 instakiller that moves around the table like crazy with his jet pack and teleport package. Use him to get rid of terminators and shooty guys that break your game plan (44 points).
overall quantity (counting vaul's weapons as two guys) - 11 guys, 244 points

There is one more distance list based around dark reaper exarch's tempest launcher (insane s4 ap3 36'' gun with 3 barrage hits):
dark reaper exarch with tempest launcher and fast shot (70 points)
war walker with same upgrades (55 points)
7 windriders (119 points)
overall quantity - 9 guys, 244 points

Your opponent overall has 3 strategies:
1) do nothing and hide -> use windriders to unhide them
2) come under a shelter so you hit ceiling with your blast weapons -> use war walker to shoot them and also you can try to "miss" with your blast weapons to hit ground nearby and accidentially hit someone. You can specially shoot from no line of sight to miss 66% of time. If mission has some strategic points, use first turns to gain advantage in number of guys and in last turns attack the rest with windriders at once. Also, if your opponent constantly uses jump packs to hike in the ruins, he has to pass dangerous terrain tests all the time.
3) go yolo and attack you - he will lose half of his army at best on the way, and once he comes close take out your windriders and war walker and finish them.
4) try to make use of his own high distance guys - take care when placing your units and try to hit them first.

Enjoy!
Edited by asp, 18 Sep 2015, 10:39 AM.
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