Sunday, August 2, 2009

Mech Eldar v2.4

This is the latest Mech Eldar I've been rolling with, though it is like as not to change soon.

HQ
Farseer w/ Runes of Warding, Runes of Witnessing, Spirit Stones, Guide, Doom
145

Autarch w/ power weapon, fusion gun
90

Elites
5 Fire Dragons
80
Wave Serpent w/ TL Bright Lance, Shuriken Cannon
145

5 Fire Dragons
80
Wave Serpent w/ TL Bright Lance, Shuriken Cannon
145

Troops
9 Dire Avengers
98
Wave Serpent w/ TL Bright Lance, Shuriken Cannon
145

9 Dire Avengers
98
Wave Serpent w/ TL Bright Lance, Shuriken Cannon
145

8 Rangers
152

Fast Attack
Vyper w/ 2 Shuriken Cannons
60

Vyper w/ 2 Shuriken Cannons
60

Heavy Support
Falcon w/ Pulse Laser, 2 Shuriken Cannons
130

Falcon w/ Pulse Laser, 2 Shuriken Cannons
130

Fire Prism w/ Shuriken Cannon
125

Total: 1848/1850

What I like about the list
Anti-tank is pretty well covered with four lances, 2 fire dragon units, and then a heap of pulse lasers and shuriken cannons for heavy to light-weight duty, respectively.

Anti-infantry feels a little lighter, with the Dire Avengers having to do most of the work, and the Falcons and Vypers have to pull double-duty here. If anything, I think I'm likely to try to fit some Storm Guardians in there for the flamers.

What I don't like
I feel light on anti-infantry, as mentioned above.

I think I'm probably going to kick the Autarch; I'm fond of my conversion but I'm just not getting a ton of mileage out of her and I'd rather have the psychic support.

Likely Changes
Probably dropping the Rangers. Likely to consider a small unit of Avengers to sit in a Falcon near the 'home objective', and then look into shoe-horning some Storm Guardians into the mix.

5 comments:

Faolain said...

I would drop the runes of witnessing. Statistically, they make you far more likely to get a perils of the warp.

I'd say to add Spirit Stones on the vehicles, but I already know your feelings on that one. I can't quite bring myself to do it on my Wave Serpents yet, though I have stopped taking it on Vypers and War Walkers. To me, knowing my vehicles can move all the time is very important to me.

This does look like a very good list. Be sure to tell us how it goes.

Dverning said...

@Faolain: *ahem* I wouldn't call 2.2% "far more". Check this link for some math-hammer I've done on the subject.

@raptor1313: I'm still not a fan of the Falcon unless it's toting Holofields and a DAVU squad inside, but that's just me. The Vypers also strike me as two easy KP. Last, I'd rather buy more Dragons than BL for their Serpents, but again it is personal preference. Overall, not a bad list...

Faolain said...
This comment has been removed by the author.
Faolain said...

Let me try this again with no typos.

@Dverning: Ok, change my wording to "slightly more likely" then lol. In 5th it may be worth it to take them, now that I think about it as a Perils of the Warp won't insta-kill your Farseer anymore. In my opinion, the benefit doesn't outweigh the cost.

Dverning said...

Ok, change my wording to "slightly more likely" then
Lol. Okay, that interpretation I'll take.

For me, RoWit is a matter of how much I NEED that power to occur. I don't bother with them on a regular Farseer, especially one with an Embolden Warlock nearby. But for something like a Farseer Fortuning a squad of Wraithguard or Warlock Council... it's a little more viable.

Funny thing is, I agree with your analysis to drop RoWit. I just wanted to debunk the idea that it increased Perils a lot.