Tactical Command
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New to Eldar
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=95&t=25299
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Author:  Nachthall [ Wed Jun 05, 2013 3:49 pm ]
Post subject:  New to Eldar

Next weekend I will field 4K of Eldar against either Imp. Guard, or Orks.

Is the following List ok? I would like to try out every kind of formation somehow to get a feeling for the Eldar in Epic. Additionally the list should be at least a bit competitive


WARLOCK TITAN [850]

NIGHTWINGS [300]
3 Nightwing Interceptors

SWORDS OF VAUL TROUPE [375]
5 Fire Prism, Fire Storm

SWORDS OF VAUL TROUPE [375]
Fire Storm, 5 Fire Prism

ENGINE OF VAUL TROUPE [250]
Void Spinner

RANGER TROUPE [125]
5 Ranger

RANGER TROUPE [125]
5 Ranger

GUARDIAN WARHOST (MOUNTED) [350]
Farseer, 4 Wave Serpents, 4 Guardians, 3 Heavy Weapon Platform

GUARDIAN WARHOST [325]
Farseer, 7 Guardians, 3 Wraithlords

ASPECT WARRIOR WARHOST [375]
8 Shining Spear, Autarch

ASPECT WARRIOR WARHOST [300]
8 Swooping Hawk

AVATAR [0]

WRAITHGATE [50]

WINDRIDER TROUPE [200]
3 Jetbike, 3 Vyper

Author:  Ginger [ Wed Jun 05, 2013 6:55 pm ]
Post subject:  Re: New to Eldar

Basically you have many of the individual elements, though perhaps not a strategy which is key for the Eldar. By this I mean do you intend to use Wraith gates, Air assaults, mobile land formations, firepower etc as your main strategy. Eldar units and formations generally major on one strength whilst being quite weak and vulnerable if caught 'static'. So you should always be considering how to stay out of the way until you can concentrate on a particular point, then use the Eldar hit-and-run capabilities to attack and move on. Also you need to try to gain and maintain an activation advantage. This means that when your opponent runs out of activations, you can then move more ctirical formations without fear and position them for the following turn. 12 formations is a bit light - I would try for 14-15 as a minimum.

The Warlock is a "beast" that is really good at initiating and then supporting assaults. So you need to have several mobile formations that can work with it - Mounted Guardians are ideal, though Falcons and bikes are quite good. if used in this role, most of the army needs to mob around it leaving a relatively small force to defend the Blitz. Unfortunately most people recognise this, and will target the "beast", which can be relatively brittle at only 6DC, which in turn can leave the 'mob' in harms way . . . . .

Swords of Vaul (Prisms) give reasonable long range firepower, though Falcons are a better bet generally. A single Fire Storm does not give much AA cover - two are better; but then this depends on how aggressively they are to be used. At best I would only have one of these and use two other Falcon formations.

A single Void Spinner placed centrally can reach out over most of the board, and placed opposite IG artillery is generally better. curiously, 3x or more Night Spinners are arguably better than 2x Void Spinners because the extra activation tends to make up for the shorter range. these are best kept just in front of the deployment zone where they can reach out over most of the table and if used together, can be a strong deterrent against all but the most determined opponent.

Rangers are brilliant! They are a cheap formation that packs a lot of punch, and very good for screening against reinforced armour (Terminators) and air assaults. Personally I tend to use 4x rather than 5x to save the few extra points, helping with activations.

Guardians are the backbone of the army, but can be used many ways. With Heavy weapons they are best kept defending the Blitz (on OW). Mounted they are a very potent assault formation (no heavy weapons), and if you keep the guardians mounted, they can effectively assault enemy up to 55cm away (50cm is a more practical limit). I would try to mount two or more to work with the Warlock, if at all possible

Swooping Hawks and Shining Spears are great at their own strategies - Hawks to pick on isolated formations on the flanks and rear (like artillery), SS to take out RA formations (Leman Russ) etc.

Bikes really only need 1-2 Vypers, and again, they work better with several formations - especially if working with the SS and Autarch, who can then use "Commander" to include them in an assault . . .

So, basically the list is a good start, but could be improved in various ways, depending on what you are intending to do . . . :)

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