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  1. #1

    Default Mech Eldar 1850 list

    Hello, this is a list I have been wanting to try out with some units I have yet to really try so I was looking for some other opinions. It is meant to be a pretty tough and competitive list for a variety of opponents.

    HQ - Farseer - 160 pts
    Jetbike, Singing Spear, Mantle of the Laughing god
    (he is meant to fly around behind LOS and pass around long range blessings)

    Elite - 5 x Fire Dragons - 260 pts
    Wave Serpent
    TL Scatter laser, Holofields

    Troop - 10 x Dire Avengers - 265 pts
    Wave Serpent
    TL scatter laser, Holofields

    Troop - 10 x dire avengers - 265 pts
    wave serpent
    TL scatter laser, Holofields

    Troop - 10 x Guardians - 110 pts
    Bright Lance

    Fast Attack - Crimson Hunter - 160 pts
    pulse laser, 2 x bright lance

    Fast attack - 10 x Warp Spiders - 190 pts

    Heavy Support - Fire Prism - 140 pts
    Holofields

    Heavy Support - Wraithknight - 300 pts
    Scatter laser, suncannon and shield

    The idea is that I load the field with very tough armor and overwhelm the enemy with str 6 dakka. I really enjoy the WK, as the only way to reliably down it is heavy anti-tank weapons, which if fired his way leave my other tanks unscathed. I haven't used warp spiders much because I don't care for the model, but I have heard too many good things about them to not try them out.

  2. #2

    Default

    mmm.. looks like fun... but 4 ships isnt really mech dar ! ,, good luck...
    i love spiders but 10 can be overkill, 6/7/8 AND the exarch is better.... seriously imo the only exarch worth having... 18" st6 ap1 bs5 x3 shots ! with battle focus and spiderboyz to soak up his wounds... spiderz always get hit and run now... so they can escape most pursuit units..
    try popping them on from board edge rather than deep striking !

    im not convinced by dire unavengers... but post how they go ... [usually pop ! in my experience !] [4+ armour is so soft !]

  3. #3
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    Default

    The list looks like a good, balanced, competitive, all-comers list. I really don't like the HQ all alone like that though. Seems like an easy KP + Warlord give away. I understand the planning behind it, but would much prefer to have either a different HQ tucked into a squad or change out one of the troops for a bike squad escort for him. Just my proverbial $0.02.

  4. #4
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    Default

    Quote Originally Posted by karandras View Post
    The list looks like a good, balanced, competitive, all-comers list. I really don't like the HQ all alone like that though. Seems like an easy KP + Warlord give away. I understand the planning behind it, but would much prefer to have either a different HQ tucked into a squad or change out one of the troops for a bike squad escort for him. Just my proverbial $0.02.
    All I can say is that's what seekers are for. +2 rerollable cover save that.

  5. #5

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    True True. And Heldrakes/flying MC's make that seer sad as well. The problem is what HQ should I take in a transport heavy list? It is tough to use a blessing seer tucked into a wave serpent, where he will get little use. Throwing a seer into the guardians will make them a higher priority target, where I want them to be largely ignored and just taking easy pot shots. What would you guys say would be another good option?

    Also, I was considering the spider exarch, but with that setup he ends up being 54 points, which can easily afford me a full squad of normal, deadly guys. Perhaps if I drop a few and the mantle and get a jetbike squadron?

  6. #6
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    I am more and more convinced asurmen is a good hq for mechdar, sure you lack blessings, but attach him to 5-10 dire avengers (one of the few times i qwould say get 10 with exarch and power weapon/shield) you have a mini eldar death star exarch accepts challenges and asurmen kills squads, heck i wouldnt' have much against takign this group into combat vs most things and even if they just assault in and hold an objective they are threartening enough that your opponent will not want to be close to them

    another thing i have found the sun cannon to be ok, but the heavy d cannons are great, adds some str 10 shots and frees up 60 points (that plus the loss of farseer would pay for asurmen)

  7. #7

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    Hmmm I have never really thought of Asurmen with some avengers as a tough combatant unit, but i could actually see that going pretty well. I haven't tried out the heavy d cannons yet but I might have to try this setup out. Thank you for the advice!

  8. #8

    Default

    how are the dire unavengers holding up ?

  9. #9

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    Well they certainly don't "hold up" for very long outside of their serpents. They really put the hurt on any infantry unit they hit when they pop out, but they don't take the return fire well. I don't think I made very good use of their longer ranger and Battle Focus though. I got within rapid fire range for the enemy. I think adding a tough character like asurmen could seriously increase their survivability though.

    Also, the wave serpents are so tough, I have been able to choose when the avengers hop out and do their damage.

  10. #10

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    Would Karandras be worth considering over Asurmen? With an Exarch with shield, he will have a 5++. His warlord trait would actually work pretty well with their shuriken catapults, and he absolutely destroys everything in CC.

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