I realised recently that I hadn't put up my actual army list on the blog, only pictures and fluff. So without further ado here it is:
HQ
Farseer
- Jetbike
- Runes of Witnessing
- Runes of Warding
- Spirit Stones
- Doom Fortune
- Guide
- Eldritch Storm
- Singing Spear
Troops
6 Guardian Jetbikes
- 2 Shuriken Cannons
- Warlock Conceal
4 Guardian Jetbikes
- 1 Shuriken Cannon
4 Guardian Jetbikes
- 1 Shuriken Cannon
Fast Attack
2 Vypers
- Star Cannons
2 Vypers
- Star Cannons
2 Vypers
- Star Cannons
Heavy Support
Fire Prism
- Holo-Fields
- Star Engines
- Spirit Stones
Fire Prism
- Holo-Fields
- Star Engines
- Spirit Stones
Nightspinner
Total = 1500
So this is my usual army which I take every time to the club as we always play at 1500.
It is an interesting army as it has the strengths of a lot of tanks with the typical eldar trickery of holo-fields and star engines but has a mini-seer council to ram down the enemies throat and distract from the main core of the army. The army has a lot of AP2 weapons so you have to manipulate the enemy so they don't get cover and so-on and with little troops you can't afford to take casualties.
Some basic tricks;
- Spinning tanks - With eldritch storm you can spin around tanks to get access to vulnerable rear armour so your big guns can easily take it out, or your shuriken cannons can actually damage it.
- The mini-council - The 6 jetbikes, Warlock and Farseer make up my mini-council which with 3+ armour and 5+ cover saves (usually rerollable) they are difficult to get rid of and SEEM powerful but do nothing. They provide a fire magnet to stop my Vypers, Tanks, and other jetbikes from being killed.
- Faked Refused Flank - Take advantage of your speed, if you can take first turn then deploy entirely on one side to force your opponent to do the same on the same side (preferably with less cover). Then turbo-boost for a turn or two so you are on the opposite flank either in their deployment zone or not. For the best effect you can deploy the mini-council most centrally (but still to one side) so they can move and fire and draw the majority of the fire and still keep up with their 18" move.
- As with all mech you can tank-shock and ram but as you are Eldar you can move 3x as fast as anyone else so can devastate entire armies with one tank or contest objectives on the other side of the board. The entire army can move 24" and over terrain so can jump around the board and change board sides in 2 turns!
All in all it is a very fun list with lots of tricks but also very challenging.
Looking like a nice list, I've run something similar at 1500, but I never managed to get the Nightspinner in there.
ReplyDeleteForgot the Nightspinner tactics. It really helps to slow down units and bog them down while slowly grinding them down. It doesn't even need to kill something to slow them down. As the army is all about speed it is good to be able to slow down hard-core hammer units like terminators. Their is a great chance to hit and slow them down and a decent chance a few will die in the process.
ReplyDelete