The Eldar Army list has the most varied, unique and (arguably) most powerful heavy support of any army save the Imperial Guard.
These are their choices.
Falcons (duh): The fastest, most reliable transport in the game, belonging to the army that has the best assault squads. And it has 3 big guns on it to boot.
Wraithlord: WS4 BS4 S10 T8 I4 W3 3+. Option to carry two Eldar heavy weapons. 'nuff said.
Fire Prism: Finally got their due in the new book. 115 point Predator, Eldar style (it flies). Provides S9 anti-tank, AP4 anti-infantry AND AP3/AP2 anti-MEQ.
D-Cannons/Support Weapons: They're freaking D-Cannons. Artillery rules keep them alive.
Following the big guns come Dark Reapers and War Walkers. Dark Reapers tend to get respect (cause they're kick ass) and War Walkers tend not to. There are reasons for this, the price ($$) per model being one of them. Much talk is had of guiding batteries of S6 shooting blah blah, I don't want to hear it. You shouldn't have to toss in a 100+ point HQ selection to make a unit viable.
I just want to mention: one mistake I had been making myself is that unlike the Wraithlord, if a War Walker carries two of the same weapon it does not count as twin-linked. It counts as having two weapons.
Imperial Guard Sentinels are the obvious comparison. They are both AV10 Walkers, they both get the Scouts rule and they are both BS3. Sentinels, unfortunately -- are a rip. Their only saving grace being the fact that they take up a Fast Attack selection in the Guard/LatD armies, with the bevy of strong Heavy Support choices available. War Walkers are no longer open topped, unlike Sentinels.
Sentinel w/ Armoured Crew Compartment and 1x Multilaser: 60 pts.
War Walker w/ 2x Scatter Laser: 60 pts.
'nuff said. War Walker: 1, Other Stuff: 0. Imperial Guard pay a premium for their Heavy Weapons, but the War Walker is still a great deal points wise. It even gets I4 and an extra attack. w00t.
Within the Eldar list, the closest comparisons are Dark Reapers, Vypers and Wraithlords. We can also include the Fire Prism, assuming it is shooting once. Hand-waving I'm going to consider the Fire Prism one shot at S9 to be equivalent.
Dark Reapers w/ Missile Launcher and Fast Shot (4 models): 182 pts. (2 shots @ BS5)
3x Vypers w/ Missile Launchers: 195 pts. (3 shots @ BS3)
Wraithlord w/ Missile Launcher and Bright Lance: 155 pts. (2 shots at BS4)
Fire Prism w/ Prism Cannon: 115 pts. (1 shot at BS4)
3x War Walkers w/ 2x Missile Launchers: 210 pts. (6 shots @ BS3)
Some simple math. Hits/point, normalized by x100:
Dark Reapers: 0.916
Vypers: 0.769
Wraithlord: 0.860
Fire Prism: 0.580 to 0.800 (hand-waving)
War Walkers: 1.429
War Walkers: 2, Other Stuff: 0.
Anti-infantry.
Dark Reapers (4 models): 140 pts. (8 S5 shots @ BS4)
2x Vypers w/ 2x Shuriken Cannons: 120 pts. (12 S6 shots @ BS3)
Fire Prism w/ Prism Cannon: 115 pts. (6 S5 shots at BS4) (pie plate == 6 models, hand-waving)
2x War Walkers w/ 2x Scatter Laser: 120 pts. (16 S6 shots @ BS3)
Math. Hits/point, normalized by x100. This counts S5 and S6 as equal:
Dark Reapers: 3.810 (AP3)
Vypers: 5.000 (AP5)
Fire Prism: 3.478 (AP4)
War Walkers: 6.667 (AP6)
Go War Walkers. Fire Prism does better if you can get more models under the template, and shines against 4+.
War Walkers: 3, Other Stuff: 0.
Anti-MEQ.
Dark Reapers (4 models): 140 pts. (8 S5 shots @ BS4)
2x Vypers w/ Star Cannon and Shuriken Cannon (counts as one additional shot): 160 pts. (6 S6 shots @ BS3)
Two Fire Prisms w/ Prism Cannon: 230 pts. (6 S6 shots at TL BS4) (pie plate == 6 models, hand-waving)
2x War Walkers w/ 2x Star Cannon: 160 pts. (8 S6 shots @ BS3)
Dark Reapers: 3.810 (S5)
Vypers: 1.875 (S6)
Fire Prism: 2.319 (S6)
War Walkers: 2.500 (S6)
Ouch. Reapers 4TW. Note that if you take into account cover saves you're better off or about the same with Scatter Lasers over Star Cannons, at least against 3+. Terminators are another story. Starcannons might be worth it against Terminators but I prefer to use our old friend the Shuriken Catapult. So as it stands call it
War Walkers: 3, Other Stuff: 1.
So War Walkers have their uses, and could be considered a valid use of a Heavy Support slot. Before I got carried away, all I really wanted to show was that the Eldar Missile Launcher is a great weapons choice. Cheaper than both the Starcannon and Bright Lance, it comes with a longer range of 48". Great for keeping the more fragile War Walkers and Vypers out of harm's way. So for 140 points you get 4 Missile Launcher shots at BS3 with 48" range. The War Walkers have Scouts and get 3d6 for their difficult terrain roll, allowing for a chance at key flanking deployment. While understandable, it's a shame they aren't a Fast Attack choice giving them a later deployment. Very important for a flanking unit. In addition, the blast on the EML is AP4, and even forces a pinning test. The Scatter Laser battery also makes a very viable choice, coming in at 120 or 180 points.
Personally, I'd probably just take Reapers and Fire Prisms. I have the models, for one. I think they're fun, for another. Dark Reapers really put the hurt on MEQ, and Fire Prisms have very unique versatility (at the cost of two Heavy Support selections). War Walkers are a good fit in a two Falcon Army, giving them some serious anti-armour fire support they could be missing.
And yes, you can even combine them with Guide. XD
Showing posts with label eldar. Show all posts
Showing posts with label eldar. Show all posts
Sunday, June 10, 2007
40k Eldar List: Falcons? Falcons? We don't need no stinkin' Falcons!
"Where does he get those wonderful toys?"
- The Joker
My last list had a ~350 point unit: A Falcon with six Harlequins inside it. Gotta love it, right? With the change to Spirit Stones, Falcons have gone from 'nigh unkillable' to 'just plain unkillable'. I'm good enough at the game (measuring ranges, etc) that I rarely make mistakes and I can get away with having some fun in my list. So instead of a 350 point unit that is really nothing more than an assault squad, here is my new army for my next games.
While initially disapointed, I really do love the new Eldar book. Taking away the tank hunting from the Striking Scorpions was a shame, but you can't have everything. The Warlock Bodyguard, Harlequins and Wraithguard squads of less then 5 models more than make up for it.
Avatar
Striking Scorpions (infiltrating) (10 models)
Dire Avengers w/ all upgrades including Shimmershield (10 models)
Guardians w/ Scatterlaser and Conceal (14 models)
Guardians w/ Scatterlaser and Conceal (14 models)
Swooping Hawks (6 models)
Vyper w/ Eldar Missile Launcher
Vyper w/ Eldar Missile Launcher
Comes to 1155 points. Which gives us lots of room in 2000.
We can then make additions. Variety is mostly dependant on Heavy Support.
Pretty balanced list.
Avatar
Autarch w/ Power Weapon and Shuriken Catapult (goes with Dire Avengers)
Striking Scorpions (infiltrating)
Wraithguard (3 models)
Dire Avengers w/ all upgrades including Shimmershield
Guardians w/ Scatterlaser and Conceal
Guardians w/ Scatterlaser and Conceal
Guardians w/ Scatterlaser and Conceal
Swooping Hawks
Vyper w/ Eldar Missile Launcher x2
Warp Spiders (6 models)
D-Cannon (battery of two cannons)
D-Cannon (battery of two cannons)
Wraithlord w/ Wraithsword and Starcannon
Another Good List.
Avatar
Autarch w/ Power Weapon and Shuriken Catapult (goes with Dire Avengers)
Striking Scorpions (infiltrating)
Wraithguard (3 models)
Guardians w/ Scatterlaser and Conceal
Guardians w/ Scatterlaser and Conceal
Dire Avengers w/ all upgrades including Shimmershield
Guardians w/ Scatterlaser and Conceal
Pathfinders (5 models)
Swooping Hawks
Vyper w/ Eldar Missile Launcher x2
Warp Spiders (6 models)
Fire Prism
Fire Prism
Dark Reapers w/ Missile Launcher and Fast Shot (4 models)
-----
The biggest change in these two lists from the original one is the removal of the Falcon and the addition of the Warp Spider unit. Freeing up a Heavy Support selection gives us some room to add the Dark Reapers or have some fun with two units of D-Cannons. The Falcon + Harlequin combo is something that you can't go wrong with when you're designing your list. But there's more than way to win, and mixing things up keeps an opponent on their toes.
This is the 'D-Cannon' List. You can guide D-Cannons, giving a re-roll on the scatter dice. Brutal. With the change from S10 AP2 to having the same rules as Wraithcannon, the D-Cannon can still pop vehicles without having to have the center of the blast template landing on the vehicle. Brutal. Note that while I've listed six D-Cannons just for the sake of things, I actually only own five models (thank you Mr. Ebay). This is more of a fire base type of army, with some assault units for counter charge rather than acting as shock troops.
Avatar
Eldrad ('Farseer Tilithas', Battle-Seer of Craftworld Jailinth)
Striking Scorpions (infiltrating)
Guardians w/ Scatterlaser and Conceal
Guardians w/ Scatterlaser and Conceal
Dire Avengers w/ all upgrades including Shimmershield
Guardians w/ Scatterlaser and Conceal (20 models)
Swooping Hawks
Vyper w/ Eldar Missile Launcher
Vyper w/ Eldar Missile Launcher
D-Cannons (battery of 3 guns)
D-Cannons (battery of 3 guns)
Wraithlord w/ Wraithsword and Starcannon
This list could probably use some tweaking. If we got rid of the Avatar, we have another 'core' army to build lists around.
Eldrad ('Farseer Tilithas', Battle-Seer of Craftworld Jailinth)
Dire Avengers w/ all upgrades including Shimmershield (10 models)
Guardians w/ Scatterlaser and Embolden (14 models)
Guardians w/ Scatterlaser and Embolden (14 models)
Guardians w/ Scatterlaser and Conceal (20 models)
Swooping Hawks (6 models)
Vyper w/ Eldar Missile Launcher
Vyper w/ Eldar Missile Launcher
D-Cannons (battery of 3 guns) w/ Embolden
D-Cannons (battery of 3 guns) w/ Embolden
Comes to 1555 points. With a Heavy Support and 3 Elites choices free. Lots of room to add assault troops, long range supporting fire or flanking units such as Warp Spiders. The addition of each thereby changing the feel of the army and how it's used. There's even enough room to add a Falcon full of Harlequins, which would be a very useful addition -- not to mention fluffy, if it's taken to be an Ulthwe army.
- The Joker
My last list had a ~350 point unit: A Falcon with six Harlequins inside it. Gotta love it, right? With the change to Spirit Stones, Falcons have gone from 'nigh unkillable' to 'just plain unkillable'. I'm good enough at the game (measuring ranges, etc) that I rarely make mistakes and I can get away with having some fun in my list. So instead of a 350 point unit that is really nothing more than an assault squad, here is my new army for my next games.
While initially disapointed, I really do love the new Eldar book. Taking away the tank hunting from the Striking Scorpions was a shame, but you can't have everything. The Warlock Bodyguard, Harlequins and Wraithguard squads of less then 5 models more than make up for it.
Avatar
Striking Scorpions (infiltrating) (10 models)
Dire Avengers w/ all upgrades including Shimmershield (10 models)
Guardians w/ Scatterlaser and Conceal (14 models)
Guardians w/ Scatterlaser and Conceal (14 models)
Swooping Hawks (6 models)
Vyper w/ Eldar Missile Launcher
Vyper w/ Eldar Missile Launcher
Comes to 1155 points. Which gives us lots of room in 2000.
We can then make additions. Variety is mostly dependant on Heavy Support.
Pretty balanced list.
Avatar
Autarch w/ Power Weapon and Shuriken Catapult (goes with Dire Avengers)
Striking Scorpions (infiltrating)
Wraithguard (3 models)
Dire Avengers w/ all upgrades including Shimmershield
Guardians w/ Scatterlaser and Conceal
Guardians w/ Scatterlaser and Conceal
Guardians w/ Scatterlaser and Conceal
Swooping Hawks
Vyper w/ Eldar Missile Launcher x2
Warp Spiders (6 models)
D-Cannon (battery of two cannons)
D-Cannon (battery of two cannons)
Wraithlord w/ Wraithsword and Starcannon
Another Good List.
Avatar
Autarch w/ Power Weapon and Shuriken Catapult (goes with Dire Avengers)
Striking Scorpions (infiltrating)
Wraithguard (3 models)
Guardians w/ Scatterlaser and Conceal
Guardians w/ Scatterlaser and Conceal
Dire Avengers w/ all upgrades including Shimmershield
Guardians w/ Scatterlaser and Conceal
Pathfinders (5 models)
Swooping Hawks
Vyper w/ Eldar Missile Launcher x2
Warp Spiders (6 models)
Fire Prism
Fire Prism
Dark Reapers w/ Missile Launcher and Fast Shot (4 models)
-----
The biggest change in these two lists from the original one is the removal of the Falcon and the addition of the Warp Spider unit. Freeing up a Heavy Support selection gives us some room to add the Dark Reapers or have some fun with two units of D-Cannons. The Falcon + Harlequin combo is something that you can't go wrong with when you're designing your list. But there's more than way to win, and mixing things up keeps an opponent on their toes.
This is the 'D-Cannon' List. You can guide D-Cannons, giving a re-roll on the scatter dice. Brutal. With the change from S10 AP2 to having the same rules as Wraithcannon, the D-Cannon can still pop vehicles without having to have the center of the blast template landing on the vehicle. Brutal. Note that while I've listed six D-Cannons just for the sake of things, I actually only own five models (thank you Mr. Ebay). This is more of a fire base type of army, with some assault units for counter charge rather than acting as shock troops.
Avatar
Eldrad ('Farseer Tilithas', Battle-Seer of Craftworld Jailinth)
Striking Scorpions (infiltrating)
Guardians w/ Scatterlaser and Conceal
Guardians w/ Scatterlaser and Conceal
Dire Avengers w/ all upgrades including Shimmershield
Guardians w/ Scatterlaser and Conceal (20 models)
Swooping Hawks
Vyper w/ Eldar Missile Launcher
Vyper w/ Eldar Missile Launcher
D-Cannons (battery of 3 guns)
D-Cannons (battery of 3 guns)
Wraithlord w/ Wraithsword and Starcannon
This list could probably use some tweaking. If we got rid of the Avatar, we have another 'core' army to build lists around.
Eldrad ('Farseer Tilithas', Battle-Seer of Craftworld Jailinth)
Dire Avengers w/ all upgrades including Shimmershield (10 models)
Guardians w/ Scatterlaser and Embolden (14 models)
Guardians w/ Scatterlaser and Embolden (14 models)
Guardians w/ Scatterlaser and Conceal (20 models)
Swooping Hawks (6 models)
Vyper w/ Eldar Missile Launcher
Vyper w/ Eldar Missile Launcher
D-Cannons (battery of 3 guns) w/ Embolden
D-Cannons (battery of 3 guns) w/ Embolden
Comes to 1555 points. With a Heavy Support and 3 Elites choices free. Lots of room to add assault troops, long range supporting fire or flanking units such as Warp Spiders. The addition of each thereby changing the feel of the army and how it's used. There's even enough room to add a Falcon full of Harlequins, which would be a very useful addition -- not to mention fluffy, if it's taken to be an Ulthwe army.
Saturday, May 12, 2007
40k Eldar Strategy: No Battle Plan Survives First Contact With the Enemy
"No battle plan survives first contact with the enemy."
"All men can see these tactics whereby I conquer, but what none can see is the strategy out of which victory is evolved."
- Sun Tzu
I've been playing Warhammer 40,000 for a number of years now. I know, I'm too old for pleasant diversions that keep my mind sharp. Somewhere along the line I went from 'what's an organizational chart again' to 'beardy veteran of death and glory'. I have a number of tactical, statistical and design concepts I want to discuss: first I will discuss my own method for winning Eldar army list design, as well as how and why it works. Presumably this is written for people who are involved in the hobby.
Fluff-wise -- and in theory -- the Eldar list is supposed to be the most tactical list, behind the Tau. They certainly have the most specialized units (not to mention imo varied and fun) of any other army. Another Sun Tzu maxim, their biggest strength is their ability to concentrate firepower and hit hard where it is needed. According to the fluff, their strength is their ability to conduct hit and run raids and overcome their opponent with their advanced technology and fearless arrogance.
In practice their concentration of firepower comes in four forms: mobile heavy weapons and fast vehicles; devastating assault squads, Eldar Farseers and the not-so-humble shuriken catapult. The idea is that if you're playing a 2000 points game you want to set it up so say 650 of your own points (say guardians or a tricked out Falcon) are in his face taking hits while the rest of your army is positioned to completely take out 500 of his points. After the smoke settles he should be down say 800 points and you're down maybe 350 points. After that you should hopefully pull off a victory. Note that because Eldar are designed to be _good_ at this, they have other weaknesses and victory is by no means certain.
The problem is of course -- your opponent gets to shoot back. Space Marine HQ are 150 to 200 points of single base concentrated firepower goodness. Any experienced Eldar (or Tau) player has a 'what is this shit' story as one jump-pack-wearing, master-crafted-weapon-wielding 25 mm base blew a massive gaping hole in their battle line. We don't get that. It might sound obvious, but a winning Eldar general (Autarch?) has to avoid turning his army into an 'upside down pyramid' relying on one favorite unit.
Here's a list I used against an opponent for a pair of games last time he was in town.
Avatar 155
Scorpions 212
Wraithguard 140
Harlequins + Falcon 335
2x Guardians 159 and 165
Dire Avengers 177
Pathfinders 120
2x Vyper (EML) 65 each
Swooping Hawks 173
2x Fire Prism 115 each
I included the point costs, because with the exception of the Harlequins and the Falcon everything is ~150 to 200 points. Your opponent can only shoot so much in one turn and if one squad is removed from play the rest of the army is positioned. The only expensive unit is the most resilient tank in the game. And every shot at a Falcon is one less shot at the Avatar making the army fearless or those beautiful 2006 Codex Fire Prisms with their AP3 pie plate. Or even the Wraithguard, which always have their uses in a balanced list even if they rarely get their points back.
According to the fluff, Eldar units are specialized, and they are an aggressive race. This is true at least. Each unit has a purpose and it needs to live up to it. Guardians have an assault weapon for a reason. Get them stuck in. They might get wiped out 2 turns later but the opposing squad was denied the charge. They were going to attack anyway.
----
The important thing to notice here is that every unit has its job and your enemy gets to attack too. 40k isn't chess. It's a skirmishing game where movement is very free flowing and there are lots of long range weapons that can take your squads out from a distance. 'Guardians suck!'? They're not the greatest. Lacking ATSKNF they have a tendency to get cut down in close combat for one. Embolden or an Avatar can mitigate this. But their job is to get stuck in combat and shoot something with shuriken catapults. It's not a question of whether a unit 'gets its points back' -- altho that's a good measuring stick -- victory goes to the player who positions and plays his units such that the army as a whole is guaranteed victory.
"All men can see these tactics whereby I conquer, but what none can see is the strategy out of which victory is evolved."
- Sun Tzu
I've been playing Warhammer 40,000 for a number of years now. I know, I'm too old for pleasant diversions that keep my mind sharp. Somewhere along the line I went from 'what's an organizational chart again' to 'beardy veteran of death and glory'. I have a number of tactical, statistical and design concepts I want to discuss: first I will discuss my own method for winning Eldar army list design, as well as how and why it works. Presumably this is written for people who are involved in the hobby.
Fluff-wise -- and in theory -- the Eldar list is supposed to be the most tactical list, behind the Tau. They certainly have the most specialized units (not to mention imo varied and fun) of any other army. Another Sun Tzu maxim, their biggest strength is their ability to concentrate firepower and hit hard where it is needed. According to the fluff, their strength is their ability to conduct hit and run raids and overcome their opponent with their advanced technology and fearless arrogance.
In practice their concentration of firepower comes in four forms: mobile heavy weapons and fast vehicles; devastating assault squads, Eldar Farseers and the not-so-humble shuriken catapult. The idea is that if you're playing a 2000 points game you want to set it up so say 650 of your own points (say guardians or a tricked out Falcon) are in his face taking hits while the rest of your army is positioned to completely take out 500 of his points. After the smoke settles he should be down say 800 points and you're down maybe 350 points. After that you should hopefully pull off a victory. Note that because Eldar are designed to be _good_ at this, they have other weaknesses and victory is by no means certain.
The problem is of course -- your opponent gets to shoot back. Space Marine HQ are 150 to 200 points of single base concentrated firepower goodness. Any experienced Eldar (or Tau) player has a 'what is this shit' story as one jump-pack-wearing, master-crafted-weapon-wielding 25 mm base blew a massive gaping hole in their battle line. We don't get that. It might sound obvious, but a winning Eldar general (Autarch?) has to avoid turning his army into an 'upside down pyramid' relying on one favorite unit.
Here's a list I used against an opponent for a pair of games last time he was in town.
Avatar 155
Scorpions 212
Wraithguard 140
Harlequins + Falcon 335
2x Guardians 159 and 165
Dire Avengers 177
Pathfinders 120
2x Vyper (EML) 65 each
Swooping Hawks 173
2x Fire Prism 115 each
I included the point costs, because with the exception of the Harlequins and the Falcon everything is ~150 to 200 points. Your opponent can only shoot so much in one turn and if one squad is removed from play the rest of the army is positioned. The only expensive unit is the most resilient tank in the game. And every shot at a Falcon is one less shot at the Avatar making the army fearless or those beautiful 2006 Codex Fire Prisms with their AP3 pie plate. Or even the Wraithguard, which always have their uses in a balanced list even if they rarely get their points back.
According to the fluff, Eldar units are specialized, and they are an aggressive race. This is true at least. Each unit has a purpose and it needs to live up to it. Guardians have an assault weapon for a reason. Get them stuck in. They might get wiped out 2 turns later but the opposing squad was denied the charge. They were going to attack anyway.
----
The important thing to notice here is that every unit has its job and your enemy gets to attack too. 40k isn't chess. It's a skirmishing game where movement is very free flowing and there are lots of long range weapons that can take your squads out from a distance. 'Guardians suck!'? They're not the greatest. Lacking ATSKNF they have a tendency to get cut down in close combat for one. Embolden or an Avatar can mitigate this. But their job is to get stuck in combat and shoot something with shuriken catapults. It's not a question of whether a unit 'gets its points back' -- altho that's a good measuring stick -- victory goes to the player who positions and plays his units such that the army as a whole is guaranteed victory.
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