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Eldar Army Building Contest - Vanilla Craftworld Lists

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Eldar Army Building Contest - Vanilla Craftworld Lists
« on: March 13, 2012, 06:42:39 AM »
 

Irisado

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Before you post your list, please read the rules of the competition.  Posts which do not comply with these rules will be deleted.  Please remember that questions about the contest should be asked in the rules thread.

Welcome to the first thread in the Eldar army building contest!  Please post your vanilla army lists and accompanying explanatory strategies and tactics in this thread.  Remember that you are only allowed one entry, so make count.

A reminder that you have 1750 points to spend.  The closing date for posting your army list is Tuesday 27 March at 1200 GMT.
« Last Edit: March 24, 2012, 01:40:07 PM by Irisado »
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Re: Eldar Army Building Contest - Vanilla Craftworld Lists
« Reply #1 on: March 14, 2012, 10:07:53 AM »
 

Spectral Arbor

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Here's my shot at a Vanilla list...


Section A

  95 – Farseer: Doom, Runes of Warding

CDX – Avatar:

157 – Dire Avengers [10]: Exarch, Diresword + Shuiken Pistol, Bladestorm

162 – Dire Avengers [10]: Exarch, Power Weapon + Shimmershield, Defend

110- Guardians [10]: Bright Lance

108 - Guardians [11]: Eldar Missile Launcher

155 – Wraithlord: Bright Lance, Eldar Missile Launcher

155 – Wraithlord: Bright Lance, Eldar Missile Launcher


Section B

 96 – Fire Dragons [6]:
110 – Wave Serpent: Twin-linked Shuriken Catapult, Twin-linked Shuriken Cannon, Spirit Stones

  96 – Fire Dragons [6]:
110 – Wave Serpent: Twin-linked Shuriken Catapult, Twin-linked Shuriken Cannon, Spirit Stones


Section C

120 – War Walkers [3]:  Each with 2x Shuriken Cannon

120 – Vyper Squadron [2]: Each with 2x Shuiken Cannon

1749 – Total


FOC Choices: 3x HS, 4x TR, 2x EL, 2x HQ, 1x FA

In terms of Vanilla flavour, this list attempts to include several choices of Guardians, or Vehicles piloted by Guardians. Two infantry squads, two Wave Serpents, a squad of War Walkers and a squad of Vypers. All told, 678 pts spent on Guardianly units.

Adding to the Vanillaliness is a “low-powered” Farseer and the Avatar, for a total of 928 pts spent on non-Aspect [Biel Tan] or non-Ghost [Iyanden] elements. Even then, DA's are pretty common accross all Craftworlds, so they're pretty Vanilla, too, which would bring the Bland total to 1248, which is 71.3% of the total points.

There is a general lack of association with any specific Craftworld. Biel Tan, in my experience, tends to favour the assault oriented Aspects, none of those. Saim-Hann likes jetbikes, none of those. Ulthwe tends to like several Seers and Reapers, and I've chosen only a single low-powered Seer. No Rangers for Alaitoc. A couple of Wraithlords, but no Troop choice Wraithguard for Iyanden.


Tactics

Section A advances towards central / distant objectives in objective missions, for 2-3 turns. Some units then either retreat to claim home objective/s, or continue the advance to claim distant objectives. They may be sped along by the Fire Dragons' Serpents, if possible. While the Bright Lances and EML's may seem wasteful, my metagame includes a large number of AV 12+ Vehicles, which Scatter Lasers are woefully underpowered to tackle. The primary purpose of the High strength weaponry is to disable transports, allowing me to gain Movement Advantage. This in turn allows me to bring my rather considerable short ranged firepower into effect.

Sure, a Bright Lance isn't ideal to shoot at infantry, but the sqauad only shoots at infantry when they're within assault range anyway. As such, I have several turns where the units can shoot at a Vehicle without any loss of AI firepower, since they're out of range anyway. If something gets close, it's not like having a Lance prevents me from shooting my Shuriken Catapults at infantry!

By staying close to the Avatar's inspiring presence, they are all Fearless, so have little to worry about in terms of suffering from shooting. The DA's are out front, having a save against Bolter-like weapons, while the Guardians poke along behind them, gaining a cover save. Only the “Heavies” are to the side of the DA's, so they don't give a cover save when they're fired at vehicles / Monstrous Creatures.

The Farseer joins whichever unit I'd prefer to be shot at, typically the Bright Lance Guardians. This helps to keep some pressure off of my more useful / expensive units, as my opponent is likely to direct some effort into killing the “Doom” source. The Avatar holds the morale of the troops, and is a formidable fighter on his own. Add to this a pair of Wraithlords and we have some rather serious counter assault potential, especially with a few flamers, tons of short range firepower and Doom thrown in.

The first DA unit is designed to work with Doom to cause incredible one-turn hurt on an enemy. Although the odds of failing a Leadership test are low, the Dire Sword combined with Doom has a chance, or two, to kill off an Independent Character or Monstrous Creature by itself.

The second DA unit is designed to tie up a severely depleted specialist assault sqaud, such as TH/SS Terminators. By Dooming and then dumping Section A's infantry hate on a Close Combat squad, these DA's can charge in, inflicting a casualty or two a turn to whittle down the last few enemies. Thanks to their pair of Defensive upgrades, they should suffer few casualties, and with the Avatar there they won't break from combat. No Retreat wounds are possible, but their respectable save should keep them in the fight long enough to be worthwhile, if they don't wipe the squad out.


Section B is typically transport hunting. However, large blasts are hard on infantry heavy lists, especially those that will often be out in the open, so would likely prioritize a Russ over a Chimera. Once deployed, the WS's guns can help to kill ejected passengers, or fire into weak rear armour if possible. In successive turns, if the FD's are still alive they can be transported to new targets, or the Serpents can go back to pick up troops from Section A, to move them to objectives or dump them in range for something like a Doomed Bladestorm.


Section C is a flanking effort. The War Walkers outflank, while the Vypers run up the side. Ideally, they can fire into weak side / rear AV of transports, such as Rhino / Razors, Trukks, Raiders and Chimeras, or they can go for the weaker side / rear AV of battle tanks other than Russes. Even then they may get into rear arcs, which is good against pretty much everything. :)

They're also great to shoot at anything in cover, MEQ or otherwise, as the amount of shots, with such effective to-wound rolls, will often beat out plasma-like weapons, even competing with Flamers due to the range the shots can be put out at. You don't lose your flamer squad to counter assault, for example, so can continue to fire the Shuriken Cannons.


In Annihilation missions, this list would be best run by “Turtling”, using the long ranged AT weapons to gain KP's from transports and the like. I think that Wraithlords are tough enough that they would generate KP's faster than they would give them away. It would be tough to put enough long range Anti-Infantry firepower into one of these units, in one turn, to destroy it. This is especially true if the unit is in cover, so if they get close to being wiped out, they retreat out of line of sight to avoid loss of a KP.

To reinforce this, reserving the FD's would be a wise idea, to prevent the same from happening to myself. By allowing them to come on later and wipe out anything that presses an advance, be it vehicle or elite infantry in the open, they should hopefully be able to gain a KP without losing one in return.

I would also tend to reserve Section C, to prevent the early loss of KPs to long range Anti-Tank, but also to put them in position to wipe out advancing infantry in the mid-game. A possible exception would be to use them against poorly armoured vehicles early, such as Trukks and Raiders, or by getting into the weak AV's of battle tanks, such as on Imperial Guard Artillery Tanks.


In Dawn of War, I'd usually deploy the two Guardian squads, with their long range AT, to hopefully pop a transport early. They're the only troops that are likely to be effective early on. I'd be sure that both units would be within the Avatar's inspiring presence the turn he arrived, if I didn't put him down as part of my initial deployment... which I probably would. You never know, though.


I hope this fulfills the criteria of this contest!

GreatBigTree
« Last Edit: March 14, 2012, 10:18:47 AM by GreatBigTree »
 

Re: Eldar Army Building Contest - Vanilla Craftworld Lists
« Reply #2 on: March 14, 2012, 10:59:24 AM »
 

Irisado

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Thanks for the entry and the substantial explanation GBT.  You've written more than I expected for the tactics section.

GBT has thrown down the gauntlet to the rest of you, so I'll be interested to see the other lists which are put forward.  If you think you have a list and strategy which can top the above, then post away  :).

One thing while I remember: please do not critique each others' lists as you would in a normal army list thread.  There will be a vote later, and that's where you'll be effectively voicing your opinion.  I've also added this as point 10 to the contest rules sticky.
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Re: Eldar Army Building Contest - Vanilla Craftworld Lists
« Reply #3 on: March 14, 2012, 01:45:44 PM »
 

Fenris

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Ok, I'll give it a try...

HQ
Farseer 95p
Doom, runes of warding.

ELITES
9 Howling Banshees 171p
Exarch, executioner, acrobatic.
Wave Serpent 125p
Twin-linked shuriken cannons, spirit stones, star engines.

6 Fire Dragons 96p
Wave Serpent 110p
Twin-linked shuriken cannons, spirit stones.

10 Striking Scorpions 212p
Exarch, claw, shadowstrike, stalker.

TROOPS
10 Dire Avengers 152p
Exarch, dual avenger shuriken catapults, bladestorm.
Wave Serpent 140p
Twin-linked eldar missile launchers, underslung shuriken cannon, spirit stones.

10 Storm Guardians 92p
2 Flamers
Wave Serpent 145p
Twin-linked bright lances, spirit stones.

10 Storm Guardians 92p
2 Fusion guns.
Wave Serpent 140p
Twin-linked eldar missile launchers, underslung shuriken cannon, spirit stones.

HEAVY
3 War Walkers 180p
6 Scatter lasers.

Total: 1750 p

Farseer goes with the banshees.
This is a mechanized list, which should be easier to play in tournaments due to time restrictions in many tournaments. It may seem a bit heavy on aspects but there is only one unit of each aspect, and double or more amount of guardians than any single aspect without counting the vehicle drivers.

Strategies & Tactics:

This is made up to be ably handle just about anything, and should be deployed according to the opposition, but take second turn is always advised to do.

The reserves strategy can work well against shooty armies, in dawn of war there is no reason to put units on the table as you would only be allowed one vehicle anyway.
Against horde armies you will have to employ a turtling strategy, and should deploy everything on the table to thin out their lines ASAP, anything the opponent leaves in reserves when facing a horde army is a blessing.

Objective missions should be preferred as with a mechanized fast vehicle list snatching objectives or at least contest them should be easy.

The army would be split up in different sections according to the opposition, but almost always consisting of 2 wings with the Scorpions as the pointmen which determines 1 of the places that will be attacked, and the walkers as support against low AV transports or MC's.
So for example, when dividing into wings this army may be facing one rhino (with assault marines) and a predator on one flank, and a land raider (with terminators)on the other.

The Fire dragons and the banshees should go on the land raider flank along with the Avengers, Avengers serpent in front hopefully giving cover to the other two, and drawing fire to it self as this is the least important unit for the task at hand.

Both stormie units should hit the other flank, trying to get a fork between both vehicles with the fusion guardians, so they can hit the rhino if the war walkers fail to destroy it, which they should try to do, if not, the fusion guardian will shoot the rhino as well, otherwise they will have a try on the predator hopefully hitting side or rear armour. Flamer guardians should hit the clumped together assault marines with their flamers, then assault them, possibly supported by the other stormies.

Against the land raider, the fire dragons should get into melta range with the land raider, and hopefully destroy it so the banshees can assault the terminators, the Avengers are merely along to grant that wing a scoring unit.

These wings can have very different compositions depending on purposes and situation.
Oh, and the vehicles weapons are choosing to make the vehicle and the embarked unit to compliment eachother as much as possible to grant versatility.

I hope this works :)
« Last Edit: March 14, 2012, 04:34:21 PM by Fenris »
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Re: Eldar Army Building Contest - Vanilla Craftworld Lists
« Reply #4 on: March 14, 2012, 04:08:12 PM »
 

Arquarian

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Ok my turn,

This is my 1750 "Shadow List" its done me proud in the past...

HQ
Khrandras

Autarch
wjg, mandiblasters, power weapon, fusion gun.

Elites
10 striking scorpions
Exarch, Scorpion claw

Troops
6 Rangers
pathfinders

6 Rangers
pathfinders

6 Guardian Jetbikes
2 Shuriken cannons
Warlock, Singing spear, Embolden

6 Guardian Jetbikes
2 Shuriken cannons
Warlock, Singing spear, Embolden

Fast Attack
2 Vypers
4 shuriken cannons

7 Warp Spiders
Exarch, Exarch death spinner, Withdraw, Powerblades

Heavy Support
2 War Walkers
4 Shuricannons

2 War Walkers
4 Scatter lasers

Total points: 1741

List demonposition
Basically the entire list is meant to catch the enemy off guard from the outset. Pretty much everything can infiltrate, scout, deep strike or otherwise mess up an enemies deployment plans. Very Eldar-esq  8)

The army is quite mobile and ever unit supports each of the other units.
Depending on enemy army, game and deployment my army breaks up into small semi autonomous corps.

  • The mini firebase consisting of the 2 squads of rangers and the scatter laser warwalkers lurks near the home objective or on a flank and a diversionary force.
  • Khradndras and his scorpion bodyguard are shadowed by the shuricannon war walkers
  • the Autarch joins the Warp Spiders and they have the Vypers for company
  • The guarian jetbike squadrons are for reserve support

You will notice a lack of heavy AT in the list however this is subtly secreted about the list. The Warlock's Singing spears, the Khrandras' power claw, the Autarch's fusion gun and the ability of the army to get to softer side and rear armour sorts this problem out.

Generally speaking this army has to be played agressivly. Against mech armies I get up front and personal quickly, against hoardes I can afford toeo sit back and blast away knowing that I have an ample counter attack. 

I have entries into all FOC choices and have 4 troops choices who should be able to contest if not claim at least two by the end of the game. 

The army is Very resilient (for aneldar army) as almost everything has a 3+ save.
I've included guardians and Aspect warriors as well as light Vehicles so the flavour of the army is mixed overall.

HQ  17%
EL  9%
TR  35%
FA  21%
HS  18%
« Last Edit: March 15, 2012, 12:07:15 PM by Arquarian »
This really isn't some kind of conspiracy ;).
 

Re: Eldar Army Building Contest - Vanilla Craftworld Lists
« Reply #5 on: March 14, 2012, 06:32:11 PM »
 

Katamari Damacy

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Awesome, 250 extrapoints to spend!  ;D So 'ere we go, let me throw in my list....

HQ (95 Points)
1 Farseer, Runes of Warding, Doom
(joins either Harlies or Avengers)

Elites (527 Points)
10 Harlequins, Shadowseer, Death Jester, 9x Kiss

8 Fire Dragons, Exarch with Flamer + Re-Roll
+ Serpent, Shuriken Cannon, Spirit Stone

Troops (532 Points)
10 Dire Avengers, Exarch with Dual Catapults + Bladestorm
+ Serpent, EML, Spirit Stones

10 Guardian Defenders, Scatter Laser, Warlock with Embolden

10 Guardian Defenders, Scatter Laser, Warlock with Embolden

Fast Attack (149 Points)
6 Warp Spiders, Exarch with Dual Death Spinners

Heavy Support (445 Points)
Wraithlord, EML + Brightlance, Dual Flamers

Wraithlord, EML + Brightlance, Dual Flamers

Night Spinner, Shuriken Cannon, Spirit Stones

1748 Points Total

This is a slight variation of the list i've been playing for the last couple of months. I use it whenever i want to play something "basic" that i'm familiar with or in games with people i haven't played before.

It's a hybrid list with a core of foot-slogging Guardians and Harlequins, supported by AT-Wraithlords. The guardians are there to conquer objectives while the Harlies act as a counter-unit for CC and provide cover for my Defenders. The Wraithlords slug along and provide AT support and also help scaring off units that might harm the Guardians.

The mechanized wing consists of the Dragons, Avengers and the Night Spinner, which is my substitue for the Warp Hunter that would usually be in this list. The Warp Spiders are the linking element that can either support the foot-sloggers or the mech-wing. I also use it as a "sacrifical" unit to prevent my Avengers and Dragons from being assaulted.

In my view, the list is best used for a rather defensive style of playing. The footsloggers will not be fast enough to keep up with the Mech-Wing but they are somwhat durable and can act as the "anvil" for a hammer/anvil tactic. The Night Spinner can also join my foot-sloggers or camp behind LOS-blocking terrain which makes it kinda versatile. However it will lack the sheer power and the psychological effect that the Warp Hunter offers.

The EMLs, BLs, Scatters and (to a lesser extent) Spiders deal with AV 10-12 while the Dragons help with AV 13+ and targets like Paladins, Nid Warriors and the likes. Sitting back, shooting at vehicles and being patient before making my move is what i usually do.

edit:  oops, i only saw this "give or take" thing but didn't pay much attention to the "under". I guess the Farseer will have to hug the Withblade instead :).
« Last Edit: March 14, 2012, 06:57:07 PM by Katamari Damacy »
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Re: Eldar Army Building Contest - Vanilla Craftworld Lists
« Reply #6 on: March 14, 2012, 06:47:36 PM »
 

Irisado

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No creeping over the points limit there Katamari, I can see the extra point  ;).  It must be 1750 or just under, as per the rules for the contest.

Edit: Thanks for fixing the points

« Last Edit: March 15, 2012, 06:36:19 AM by Irisado »
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Re: Eldar Army Building Contest - Vanilla Craftworld Lists
« Reply #7 on: March 15, 2012, 04:33:58 AM »
 

XavianBlacksoul

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This sounds fun.

I normally play mixed lists ,but after going a little bonkers and buying tanks galore find myself with a mech army.

Xembala Maiden World Protection Force

Autarch Xar'en Galad, powersword 80 (Goes with Stormies)

Farseer Ada'en Galad, Doom, Warding 95 (Goes with Avengers)

10 Dire Avengers, Exarch, PW/SS, Defend 162
Wave Serpent, Brightlance, Spirit stones 145

5 Fire Dragons 80
Wave Serpent, Shuriken Cannon, Spirit stones 110

10 Howling Banshees, Exarch, Executioner 182
Wave Serpent, Shuriken Cannon, Spirit stones 110

10 Storm Guardians x 2 Flamers, Destructor Warlock 127
Wave Serpent, Brightlance, Spirit Stones 145

8 Warp Spiders, Exarch, Powerblades, Withdraw 208

3 Jetbikes, Shuriken Cannon 76

Fire Prism 115
Fire Prism 115

1750 on the nose.

So Background and tactic wise this is a Fast response army. I like the idea that this would be the kind of force that would meet the enemy first, hopefully stopping a protracted campaign. It's fast and packs a punch although short in numbers, no room for tactical errors. You also get to make Whooshing noises as they come in. If i play at 2000 i add rangers/pathfinders for no other reason than fluff. In Kill point missions it weighs in at a hefty 14kps but with excellent target priority it's tough to crack. I tend to place objectives mid table and in the open to be grabbed late on.

On the whole i generally want the second turn. That way i can respond to my opponents deployment and force, hitting a flank. Hopefully Most of my army will appear on the second turn and elliminate the worst threats. Vindicators/Fast Transports/landraiders are the first to be targeted with the lances. If against Nids i go for any medium sized multi wound beasts that will suffer instant death.

Depending on the composition of the opposing army the Prisms either continue this theme or will do what they do best which is take out infantry. Assault troops/devestators/Genetealers being priorities. If the oppostion lacks any weapons with range over 48" they will deploy out of range on the table first thing. The Warp Spiders hang around the back of the Serpents stopping deep strikers/pods from falling and shooting my rear armour.

The almost bare-bones Autarch helps if i need to play the reserve tactic, I need that first shot. He also helps the Storm Guardians in a fight and his leadership is a real bonus. The farseer in the Avengers helps stop them being tarpited as well as Dooming anything that the Banshees/Avengers need dead.

Dragons take care of Terminators/Monstrous creatures rather than tanks generally. Although they can always tank hunt if needed.

Against most armies I like to stay at around 24" away for the first few turns, using my speed to keep the enemy at arms lenght. Dismounting and striking as one around Turn 3/4, hopefully creating a lot of two on one firefights.
If it's a gun line i will most likely go a little faster to gain cover saves before the strike, again elliminating a lot of return fire by hitting a flank. Against aggresive armies i just zoom around picking them off as they advance.

And thats it!
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Re: Eldar Army Building Contest - Vanilla Craftworld Lists
« Reply #8 on: March 15, 2012, 04:50:21 AM »
 

cegorach_

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Here is my list

HQ

Farseer 145
fortune, doom, spirit stones, runes of warding

9 warlocks 265
2 destructors, enhace, embolden
Wave Serpent 125
spirit stones, tl shuricen cannon, star engines

Avatar 155


Troops

10 Storm Guardians 92
2 fusion guns

10 Storm Guardians 92
2 fusion guns

10 Defender Guardians 95
scatter laser


Elites

5 Fire Dragons 80
Wave Serpent 125
spirit stones, tl scatter laser

5 Fire Dragons 80
Wave Serpent 125
spirit stones, tl scatter laser

9 Banshees 166
exarch, executioner
Wave Serpent 125
spirit stones, tl shuricen cannon, star engine


Heavy

2 War Walkers 80
2 shuricen cannons each



I made a little twiking (without having tested it), adding the war walkers and star engines, but i think i like it.

Tactics

It is a list with enough threatening units, so your troops are most probably ignored untill last rounds, so no need for transports there saving some points.
the avatar advances along with the storm guardians supporting the attack launched from the units in the vehicles and killing left overs, whille confering fearless to my units (as long as the avatar is alive), while the defenders are holding an objective perhaps the home one.
while the council and banshees, usually flat out so they can get in combat from turn 2 or 3.
the dragons since they don't need to assault anything move normal and their vehicle shoots any low armor target.
the war walkers can outflank if i go second and the opponent's deployment allows it with no much risk to end up in an opponent free area (because of the cannon's short range), or can shoot stuff and then cover them using the star engines of the serpents.

I very much like this list on dawn of war missions where i have the avatar and the two storm guardian units allready in the middle and the rest of the army can reach them with just a flat out.

Other than that, dragons kill vehicles, as can the seer council if it is needed, wich is a very durable unit and can face any unit the opponent can throw at them. The banshees are there to help against meqs, and suport the council since it lacks power weapon attacks.
 

Re: Eldar Army Building Contest - Vanilla Craftworld Lists
« Reply #9 on: March 16, 2012, 09:19:22 AM »
 

FieryHammer

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This is a great concept.

And the winner is....

HQ:
Farseer- doom, Runes of Warding- 95

Troops:
15 Guardians- starcannons- 145
Warlock- embolden, spear, seer- 39

6 Guardian Jetbikes- 2 shuricannons- 152
Warlock- bike, embolden, spear- 53

10 Dire Avengers- Exarch, 2 catapults- 137
Wave Serpent- TL EML, shuricannon, spirit stones- 140

10 Storm Guardians- 2 flamers- 92
Warlock- destructor- 35
Wave Serpent- TL EML, shuricannon- 130

Elites:

8 Striking Scorpions- Claw, stalker, shadowstrike- 180

6 Fire Dragons- xx

Heavy:
Wraithlord- EML, Scatter laser, 2x flamers- 135

Falcon- scatterlaser, stones- 140

3 War Walkers- scatter laser/scatter laser- 180

Total: 1749

Obviously, wraithlord with guardians and fire dragons with falcon.  Plenty of variety for vanilla.  Most units have multipurpose ability, witchblades where possible.  Farseer rides with DA.  3 of 4 troops can boost to take/contest objectives late.  Hit and run type list, the Eldar way.  If needed can reserve entire list relying on speed to make up for lost
turn.

Tactics:

Guardians with WL for home objectives with Falcon giving additional fire support targeting transports.  If big tanks pose threat boost FDs into position for take down.

GJB search for light transports to blast or work around to rear armor.

Waves work a flank targeting transports.  Units inside combine fire with doom to wipe enemy infantry off the table.

Walkers start on table when they can avoid getting shot to pieces 1st turn.  I want to get the most shots possible out of these.  Outflank when necessary.

Scorpions good all rounder unit target whatever is most needed of being stopped or slowed, can babysit guardians if CC oriented opponent.
 

Re: Eldar Army Building Contest - Vanilla Craftworld Lists
« Reply #10 on: March 16, 2012, 04:32:13 PM »
 

Fealhach

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Craftworld Iybraesil

HQ

Farseer: Runes of Warding, Singing Spear, Doom - 98pts

ELITE

10 Howling Banshees with Exarch: Executioner - 182pts
Wave Serpent with TL Eldar missile launcher, spirit stones - 130pts

6 Fire Dragons - 96pts

TROOP

10 Storm Guardians with Warlock: 2 flamers, Destructor - 127pts
Wave Serpent with TL bright lance, spirit stones - 145pts

10 Dire Avengers with Exarch: dual shuriken catapults, Bladestorm - 152pts
Wave Serpent with TL bright lance, spirit stones - 145pts

10 Defender Guardians with Warlock: scatter laser, Embolden - 128pts

FAST ATTACK

5 Warp Spiders with Exarch: dual death spinners - 127pts

HEAVY SUPPORT

2 War Walkers with scatter lasers - 120pts

Wraithlord: wraith sword, scatter laser - 120pts

Falcon: Eldar missile launcher, holo-fields, spirit stones - 180pts

Start the game with Spiders in reserve, and War Walkers either flanking or deploying in cover with the rest of the scatter laser gunline. Wraithlord babysits the Guardians sitting on an objective and the Guardians babysit the Wraithlord. Dragons in the Falcon. Farseer attached to Banshees if facing Meq or Avengers if the enemy's Geq... or maybe with Stormies?  ::)

No tank rush: skimmers add to the firepower in the first turns while moving 12" towards one flank - WS(BL) on heavy armour, Falcon and WS(EML) on transports. Target saturation should force your opponent to close with the Eldar and when close enough deploy the Avengers and Stormies for some drive-by shooting with the Banshees behind them.

Spiders deepstrike behind light vehicle squadrons, or wherever the Eldar are about to attack, hopefully shredding a squad prepping a counterattack. It's a unit of opportunity and I've had mine beslubber up a whole variety of stuff as they enter the game.

The trick to this army is timing when to deploy the fragile infantry while you still have tanks in the air.



« Last Edit: March 16, 2012, 04:38:22 PM by Fealhach »
 

Re: Eldar Army Building Contest - Vanilla Craftworld Lists
« Reply #11 on: March 23, 2012, 06:58:07 PM »
 

enlargingcloud

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HQ: 477
(210) Eldrad
(127) 4 Warlocks, embolden, destructor, 4 singing spears
(140) Autarch, jetbike, laser lance, fusion gun, mandiblasters

Elites: 160
(80) 5 Fire Dragons
(80) 5 Fire Dragons

Troops: 653
(205) 6 Guardian Jetbikes, 2 shuriken cannons, warlock, singing spear, embolden
(96) 8 Dire Avengers
(130) Wave Serpent, TL-EML, stones
(92) 10 Storm Guardians, 2 flamers
(130) Wave Serpent, TL-EML, stones

Heavy Support: 460
(180) Falcon, pulse laser, EML, holo-fields, stones
(140) Falcon, pulse laser, scatter laser, stones
(140) Falcon, pulse laser, scatter laser, stones

Total: 1750

Here is the break down of the army list design:

2 Wave Serpents with troops choices. Both troops can kill infantry with moderate effectiveness. More importantly, both vehicles can sit back and shoot, and there are enough infantry here to survive some shooting if their transports blow. Both transports can help kill tanks from afar, and will be a threat early on.

3 Falcons in the back to dish out long-ranged anti-tank power. I can choose which falcons to put which small units into. I have 2 units of fire dragons, and one small Seer Council that can effectively mimic a fire dragon squad, with embolden to help Eldrad. This council will likely sit in the holo-field falcon to support the rest of the vehicles with fortune/guide, but can also kill enemies with destructor in the late game.

Using fortune, I can send two units at once (generally the jetbikes+falcon/wave serpent) towards a flank to attack, while I can focus my ranged firepower from afar to reduce the amount of targets that can affect my flankers. The autarch allows me to brutalize small units of marines with the jetbikes, and the jetbikes are easily able to eliminate transports/battle tanks through shooting and close combat.

This army is built to be very effective against MSU rhino esque armies, as it has the ability to lay down 5 str9 shots, 20 str8 shots, 14 str6 shots, and 3 flame templates on the enemy. It also has a mop up unit that can be made highly resilient (3+ fortuned armor) to brutalize units that emerge from vehicles.
 

Re: Eldar Army Building Contest - Vanilla Craftworld Lists
« Reply #12 on: March 26, 2012, 08:20:24 AM »
 

Rudog

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HQ
     * Farseer (90pts)
        Guide, Runes of Warding

    * Farseer (80pts)
        Doom

Elites
    * Fire Dragons (206pts)
        6x Fire Dragon
        * Wave Serpent
            Spirit Stones, Twin-Linked Shuriken Cannon

    * Howling Banshees (276pts)
        9x Howling Banshee
        * Exarch
            Exercutioner
        * Wave Serpent
            Spirit Stones, Twin-Linked Shuriken Cannon

    * Striking Scorpions (176pts)
        9x Striking Scorpion
        * Exarch
            Scorpion Chainsword and Scorpion Claw, Stalker

Troops
    * Dire Avengers (245pts)
        10x Dire Avenger
        * Wave Serpent
            Spirit Stones, Twin-Linked Scatter Lasers

    * Guardian Jetbikes (152pts)
        6x Jetbike (2x Shuriken Cannon)

    * Pathfinders (144pts)
        * 6x Pathfinders

Fast Attack
    * Vyper Squadron (120pts)
        * 2x Vypers
            Scatter Laser

Heavy Support
    * War Walker Squadron (140pts)
        * 2x War Walker
            2x Missile Launchers

    * Wraithlord (120pts)
        2 Flamers, Scatter Laser, Wraithsword

Total: 1749


The Plan

* Placement:
Against most opponents, will put the Guide-Seer with the Pathfinders in a ruin or cover with good LOS across the board and placing the War Walkers & Wraithlord within 6".  Scropions will be nearby for counter-assault support.  The Vypers will be in hiding behind something about 18" away from this firebase.

Doom-Seer will ride with the Banshees, who will form up with the Fire Dragons to form a small Wave Serpent wing positioned far off to one side (but within range of the firebase).

The Dire Avengers Wave Serpent will be placed away from the Banshee & Fire Dragon wing, but not so far away that then can't zip over in a turn for fire support.

Jetbikes will stay in reserve.

* Tactics:
Will try to tempt opponent to split forces or go to one side of the board after the Dragons/Banshees or the fire base (Pathfinders/Wraith/Walkers).  Take first turn to mostly hang back, fire (popping transports first), and manevuer.

Will use guide mostly on Walkers, but might occasionally use it to help out some other unit nearby (such as the Vypers zipping near for a turn just to get Guide and then zip off to try to get a side armor shot).  Doom Pathfinder targets until Banshees are ready to strike.

After that try to coordinate a strike with Dragons, Avengers, and Banshees.  If enemy can't easily threaten the firebase, will try to send Scorpions across the board.

When jetbikes come in, they will be units of opportunity... going to side/rear armour of non-transport vehicles, cleaning up a badly wounded unit, or pumping shots into a high toughness unit.  Or in an objective game, just trying to steer clear of danager for a late objective grab.
« Last Edit: March 26, 2012, 09:18:03 AM by Rudog »
 

Re: Eldar Army Building Contest - Vanilla Craftworld Lists
« Reply #13 on: March 27, 2012, 11:07:58 AM »
 

Irisado

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That's time gentlemen  :).  (Okay, it was time five hours ago, but I forgot to post this earlier).

All the entries will now be linked to a poll in the Polling Booth, where voting will take place.  I will provide a link to the Poll in the rules thread once it's up and running.

This thread is now closed, thanks for all the entries.
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