Tuesday, December 15, 2009
Eldar: Back In The Box
Maybe I just need a break from them, but I think I may be setting them down until I see a new codex for them.
Options (and lack thereof) in Builds
Frankly, I feel like the only real way to run Eldar is either fully or partially mechanized. If we're partially mechanized, then it's because we have Rangers, Guardian Jetbikes, or a Seer Council.
Once you get to that, well...it's all into the 'vagaries' of the mech build. Which brings me to the 'glut' of 'quality' options I feel that the Eldar have.
Eldar 'Choices' in the Force Org Chart
HQ
The Autarch? No, not really. While he's got okish saves, and a neat reserves ability, he just doesn't DO a lot on the field. He usually ends up being a high BS meltagun and a power weapon, if I bother to bring him and not something like, oh, a Vyper.
Phoenix Lords? Crap, for 200 points in a pure fighting HQ, I want to be able to eat a squad in a turn. These guys? They can't, and they don't have a real impact on the build. Sure, some of them are cool (IE: Maugan freakin' Ra), but for 190-200 points? They just don't DO much.
That really leaves me with a Farseer, a Farseer on a bike, or Eldrad. If it's a Farseer on a bike, I've committed to either a Seer Council or a Guardian Jetbike Score-Squad.
The Seer Council is a SWEET wrecking ball...unless the other guy brought psychic defenses. Then, well, you have a 600pt squad that is about as durable as space marines in cover. On the other hand, he has about a turn to hurt them before they get in his face and start killing things, so it's a gamble. While I had fun modelling and painting them, playing them gets dicier as people start learning to take psychic defenses, and soon it becomes 1/3 my army in one basket, which means if they fold without doing a lot of damage, I am in trouble. If they don't, I'm in good shape to start cleaning up.
Elites
So, we have two Fire Dragons in Wave Serpents. Really. It's pretty much mandatory if I want to actually KILL armor/monstrous creatures reliably. Sometimes they get a sixth guy, the Exarch w/ heavy flamer. Sometimes they're just five fellas with meltaguns. On the one hand, honestly, they're among the nastiest anti-tank troopers out there. On the other hand? Um. They're one use. I don't care who you're playing; unless you get lucky with placement the enemy WILL nuke them (or their ride, if not both) next turn. They're not suicide troops so much as major target priorities.
Other than that, we have...let's see, Scorps and Banshees, which both have issues launching assaults out of Wave Serpents. Then there's Harlequins, which aren't bad, but have issues with being shot at (...should the enemy get lucky and see you before you assault him, well, you have 5+ saves to keep you safe, and those will surely work...)
Troops
So, we have Dire Avengers, suicidal Storm Guardians, camping Rangers, Wraithguard, and Jetbikes.
Dire Avengers just don't do enough damage. Even with Bladestorm and Doom, you just won't drop a ton of targets if they have cover, and/or go to ground, or are Marines. Usually, the only time mine hit the board is if their Falcon pops.
Storm Guardians are spiffy with flamers, but...gee, T3 and a 5+ save will do what for you? Get you killed because you fell out of the back of a Wave Serpent? Yeah. It will do that for you, but you'll at least KO infantry in cover, which is something the eldar need help with every now and then.
Guardian Jetbikes usually mean a Farseer riding with them, and while not bad, they don't do a lot other than fire shuriken cannons at 24". Every now and then, they might torrent an enemy infantyr unit that gets close. I might also be a little jaded about that one time I had one move into cover, lose enough guys to take a morale check, and run off the board on turn one.
Fast Attack
...I run Vypers every now and then, poitns permitting? They are not bad, but still, I can't help but think of the days of Space Marines, when I dropped 70 points for an MM/HF speeder, or 90 for a HB/Typhoon speeder, and it was good. The Vyper is reasonably versatile as well, but still feels like a pale shadow of the Land Speeder.
Shining Spears, Swooping Hawks, and Warp Spiders don't really draw the attention, though Warp Spiders did at least work for me a bit here and there. Still, the AP- was a huge turnoff for versatility.
Heavy Support
I tried Wraithlords/Wraithguard. Too slow, and there's only so much durability will do for you. If the other guy can sucker punch you, well, it hurts. Additionally, there's only so much that shooting will do for you, and Wraithlords take too long to get into melee.
War Walkers are neat, but S6 only gets you so much. Additionally, they're bloody expensive; $90 a squad before tax.
That pretty much leaves me with Falcons (Scatter Laser + Shuriken Cannon + Holofield) holding Dire Avengers and a Farseer in the back and a Fire Prism w/ Shurikannon. It's a decent firebase, but doesn't make for a ton of variety.
Wrapup
I just feel like there's not a lot I can do with the Eldar. And, the thing is? I got into them thinking that I could do several builds with them, and purchased accordingly. Well, now I've gotten rid of the Wraithguard, the Wraithlords, and have it pared down to what I use.
I'm running 5-6 grav tanks, I'm running ~10 Dire Avengers, I'm running a Farseer, I'm running two Fire Dragon squads in Wave Serpents...and that's kind of the start of Mech Eldar. There just ISN'T that much that I can do with the codex, I feel. And, the thing is, my ranged firepower is only so-so. With a pristine army on turn one, I can crank out:
3 TL Bright Lances
2 TL Pulse Lasers
Prism shot
2 Scatter Lasers, sometimes.
That just isn't a lot of lead. It doesn't always do the trick.
I don't know. Had I gotten into Eldar with the knowledge that I'd be playing Mech Eldar and Mech Eldar alone, I think it might have been a different story. I don't necessarily want to be 'Mr. Bandwagon', but on the other hand, the new codices DO have some draw in terms of the number of builds they put out. I've enjoyed the modeling project that is my BT army. The Tau are fun, but I was never under the illusion that they'd have another real build I was into before a new codex came out.
Maybe if the new 'nids look cool, I will return to the bugs. If not, maybe space pups. Or, I might just hold tight with two armies and save my money.
/Frustration, Annoyance (Hey, it happens to all of us, yes? Yes.)
Wednesday, October 28, 2009
Attempted Eldar Foot List, 1850
To be perfectly honest, I think taking Eldar without grav tanks is...honestly, ignoring their greatest strengths: tough tanks and mobility. It's a hell of a theme list, and you'll see this when it comes to actually getting to an objective. Play a Table Quarters game with the Capture The Flag scenario, and watch him slap it in the far corner. Cry. Fight for that tie.
That being said, here's about as good as I can give you.
Eldar 'What The Foot?!' 1850
HQ
Eldrad [210]
Maugan Ra [195]
Elite
7 Harlequins [226]
-5 Kisses
-2 Fusion Pistols
-Death Jester
-Shadowseer
-Troupe Master w/ Power Weapon
7 Harlequins [226]
-5 Kisses
-2 Fusion Pistols
-Death Jester
-Shadowseer
-Troupe Master w/ Power Weapon
7 Harlequins [226]
-5 Kisses
-2 Fusion Pistols
-Death Jester
-Shadowseer
-Troupe Master w/ Power Weapon
Troops
7 Rangers [133]
7 Rangers [133]
6 Rangers [114]
Heavy Support
Wraithlord [135]
-Scatter Laser
-Missile Launcher
-2 Flamers
Wraithlord [135]
-Scatter Laser
-Missile Launcher
-2 Flamers
Wraithlord [135]
-Scatter Laser
-Missile Launcher
-2 Flamers
Total: 1849/1850
Once you put in 'foot only', well...you're left with these choices, and with Wraithguard. However, Harlies are by far the best/only viable footslogging Elite Choice, and you're dropping around 400 points to get a single Wraithguard choice. They're great at taking up space, and if you want them, you can retool the list by dropping a harlie squad and a ranger squad or two
If you do, be prepared to fortune them all the time, and hope you can bail them out of assault with the Harlies.
Rangers are in there purely to score. You go to ground for a 2+ save if needed, and pray to Ynnead that you don't meet flamers, because they'll poof you.
Wraithlords are your foot choice for heavy weapons support. Part of me would want to just slap Wraithsword + Scatter Laser + 2 flamers and have them RUN at the enemy (...lead it with a harlie squad + phoenix Lord and you've got a 800pt block of your army running at the other guy and putting the 'laughter' in slaughter.)
Past that...hope to get the enemy light armor with what guns you have. That's also why we dropped almost 200 points on Maugan Ra; he sits with some harlies, and provides them with a BFG.
Normally I'd probably overlook Death Jesters, as I'm not really a fan of them. However, in this list I think you just might want the guns. If you don't, you free up 18 points dropping the Jesters for regular Harlies with kisses. Again, normally I'd probably not bother with them, but we're kind of short on firepower here.
Now, why Eldrad? He's going to be in the trailing Harlie squad. See, he doesn't have Fleet, so he'll be slowing you down in assaults. He supports you with psychic powers, as by the time you've bought a foot Farseer with a couple powers and some psychic defense, well...chances are you've dropped something like 150ish points. Go ahead and get that third psychic power; this army will probably benefit from it.
Disclaimer
...I cannot help but feel like I'm sacrificing some utility to fit with the theme. I don't feel that Eldar usually have a solid foot list, but this is what strikes me as an option. Can you win with it? Sure. It'll probably be more of a challenge, but this is the kind of army you play because you want to convert it, not because it's the badass of badasses.
Sunday, October 18, 2009
Eldar Army Pictures: Seer Council, et al
Seer Council Farseer
Seer Council Group Shot
Oddball Warlocks
Some Female Dire Avengers
The wash-tastic paint job, though, is all me.
Other Bits
I tried out Stelek's Competitive Daemons list. For me at 1850, it was:
4 Slaanesh Heralds (Might, Soporofic Musk, Charoit)
3x6 Fiends of Slaanesh
5x5 Plaguebearers
3x12 Flesh Hounds (each squad w/ Rending, one w/ Karanak)
Despite bad deep strike rolls, it was abjectly nasty. I also kind of underestimated how durable a Slaaneshi herald was, so some of them died less-than-glorious deaths. Still, all that S5 is enough to beat down some armor. I had a brutal tie in VP to one of my disciples of spite, though it was also his first time with mech guard. I think I might drop the $110 or so I need to actually complete that Daemon army, and then think about wolves.
Thursday, October 15, 2009
1850 Eldar vs Chaos
I rolled with the same Jain Zar + Harlie-led mech Eldar hybrid build, aka the 'Bizarro' build. Boc, one of my pupils of spite, rolled with this CSM list:
Kharn
2 10-man fist/2 melta Khorne-marked 'tactical' squads in Rhinos (the green rhinos)
7 or 8 man Khorne 'zerker squad w/ fist (the pointy Rhino)
5 Plague Marines w/ 2 plasma guns
6-man Raptor squad w/ 2 meltas, lightning claws, Chaos Glory
Defiler
3 Oblits
Vindicator w/ Dozer Blade, Daemonic Possession
Mission: Capture The Flag
Deployment: Spearhead
First Turn to Chaos
Failed to Seize the Initative
I deploy back to cut his range, and set the Vypers forth as cover where I can. Might as well use them for something.
He smokes everything else and advances. I Fortune up a Wave Serpent and Guide my Falcons. Grav tanks jockey for shots. NOT A DAMN THING DIES. This is the story of my shooting for the game, amazingly.
Bottom Turn 2
Turn 5 Bottom
Turn 6 and Final
Saturday, October 10, 2009
Eldar 1850 (Bizarro) against Assaulty Guard
Bizarro Eldar: Jain Zar edition, 1850
HQ
Jain Zar [190]
Eldrad [210]
Elites
5 Fire Dragons [80]
Wave Serpent w/ TL Lance, Shuriken Cannon [145]
5 Fire Dragons [80]
Wave Serpent w/ TL Lance, Shuriken Cannon [145]
7 Harlequins; All w/ Kisses but for Power Weapon Troupe Leader, and a Shadowseer [200]
Troops
5 Dire Avengers [60]
5 Dire Avengers [60]
5 Dire Avengers [60]
Wave Serpent w/ TL Lance, Shuriken Cannon [145]
Fast Attack
Vyper w/ 2x Shuriken Cannon [60]
Vyper w/ 2x Shuriken Cannon [60]
Heavy Support
Falcon w/ Scatter Laser, Shuriken Cannon, Holo-field [175]
Falcon w/ Scatter Laser, Shuriken Cannon, Holo-field [175]
Total: 1845
Assaulty Guard
HQ
Co. Command Squad w/ Straken, 2x Bodyguards, 3 Meltaguns
-Chimera w/ Dozer Blades, Multi-laser, heavy flamer
Priest w/ Eviscerator (attached to Straken)
Elites
8/9 man Psyker Battle Squad
Troops
Platoon 1
Platoon Command w/ Vox
30 Guardsman; 2 meltaguns, 3 power weapons, Commissar w/ Power Weapon
Platoon 2
Platoon Command w/ Vox
30 Guardsman; 2 meltaguns, 3 power weapons, Commissar w/ Power Weapon
Fast Attack
Hellhound w/ Smoke, Hull multi-melta
Hellhound w/ Smoke, Hull multi-melta
Heavy Support
Leman Russ w/ Hull Lascannon, HB Sponsons
Leman Russ w/ Hull Lascannon, HB Sponsons
LR Demolisher w/ Hull Heavy Flamer
(Or something like that, thereabouts)
The Setup
Table Quarters
Mission: Capture and Control
Random Game Length
Decoding the Amazing Hi-Res Battle Captures
(Or, Sorry I Forgot My Camera, Guys)
Grey is building area terrain or rocks; the black circles are taller rocks and the black lines are buildings, some of which have windows/roofs.
That little H in the bottom? That's the Harlequin squad and Jain Zar. All the other Eldar are in reserve.
Blue X marks the objective spot.
Guard have first turn; Eldar don't really seize the initiative (or care to).
Guard go first; they advance a bit. Mmm, speedy little hellhounds. No one sees the clowns as they sort of shuffle to the side a bit.
Guard advance more. Guard fail to see the angry space clowns.
Eldar roll for reserves. Eldar recieve:
-Both Falcons (Blue DA, Blue DAE is Eldrad's)
-A Vyper (...the V. You had to ask?)
-Both Fire Dragon Serpents (purple FD)
The clowns do the shuffle. The Vyper pumps six Shuriken Cannon shots into the Hellhound, and...stun it. The Falcons open up on the lighter Guard armor. A Hellhound explodes violently, and Straken's ride rattles around a bit. Lances fail to do much to Russes; maybe they shake one.
Harlequins start positioning to launch a charge in the next turn or so, and get towards cover. Return fire does little; the Hellhound is once again stunned and loses its multi-melta. A second Vyper arrived and failed to contribute much. Falcons fail, probably because one was stunned and the other can't see better than a '3' to damage AV12. The remaining Fire Dragon's Wave Serpent advances, and looks menacing in preparation to kick out meltagunners.
The Imperial Guard advance again. The Russes do some shooting and immobilize the not-so-menacing-now Wave Serpent. Straken's Chug advances and fires ineffectually at Falcons.
One Fire Dragon squad gets out of its Wave Serpent home and advances on the nearest-to-it Russ. It stuns it, and thanks to the movement earlier only one meltabomb sticks, which shakes it. Ooo-RAH! The other squad finally nukes the Hellhound. Vypers twiddle their thumbs and are briefly glad they're not THAT scary to Russes. Straken's Russ explodes when a Falcon's pulse laser finds its target. Straken's squad shrinks a bit. Stupid Fearless-granting Straken.
Harlequins ponder assaulting the large doomed squad, but Jain stubs her toe on terrain and gets a whopping '3' on Move Through Cover. Harlequins backpedal a bit.
Turn 5
The guard advance more, readying themselves for a run at my home objective. The Psykers finally get a power off, and they Weaken Resolve my Fire Dragons just before said dragons get lit up by lasguns. The Russes manage to shake the non-Eldrad Falcon on their turn. The Russes fail to do anything spectacular with large cannons.
The Eldar turn...
That LAST FREAKING WAVE SERPENT arrives, and tank-shocks into the guys near my home objective. The Falcon (without Eldrad) does likewise, and proceeds to be Death or Glory'ed into oblivion. Whoops. In my eagerness, I also forget to use Eldrad's powers. Fail for me.
The Fire Dragons get on a hilltop, draw a bead on a Russ at the edge of their 12", and manage to explode it...one inch radius. Ah well. That's been par for the course for the explosions here.
The recently-disembarked Dire Avengers pass their pinning test, and gun down Straken's whole squad. So long, preacher-man.
A Vyper makes a run towards their objective, hoping to contest it somehow.
The Harlequins and Jain make it to assault, and massacre half the squad in exchange for a wound on Jain, and a dead Harlequin. I missed about 3 Harliquin attacks and 1 Jain attack on that batch, so apparently Eldrad WAS kind of watching over me. Go figure. Insult to injury comes when the guard squad tries to break, only to have a Commissar pop a sarge and instruct two remaining sergeants and a dog solider that THEY ARE STAYING HERE.
Then, I err, and let my Dire Avengers assault Straken. They killed him. Three wounds, three failed saves. Their Crowning Moment of Awesome was induced by me screwing up and forgetting they ought not have been able to do that. Shame on me, as it truly WAS an honest mistake at the time. Probably would have gotten them killed next turn.
However, there is no turn 6; there's a '1' for the 'Continue, Y/N?' roll.
End Results:
1 Objective to 1 Objective
Tie On Objectives
Victory Points:
Guard Kills:
1 Fire Dragon Squad
1 Wave Serpent
1 Damaged Wave Serpent
1 Damaged Vyper
1 Falcon
Total: 503
Eldar Kills:
LRBT w/ Las, HB Sponsons
2 Hellhounds
1 Chimera w/ Dozer Blade
1/2 Straken's Squad
1/2 Large Assaulty Guard Squad
1 Priest w/ Eviscerator
Total: 777
End Result: Eldar Moral Victory
Final Thoughts
As usual, why do Eldar have suicide troops? Dying species, need for Fire Dragons, high mortality rate of fire dragons...you get the idea.
Props go to the surviving Fire Dragons; a Russ at 12" is long odds. Props go to the Dire Avengers who WOULD have killed Straken, given the chance. By far it's the coolest thing I've ever done illegaly in a game. We all screw up; this was apparently my time to do so. I'm just glade it wasn't a game-changing foul-up.
Had he brought another Guard scoring unit, I might've had more trouble, as I managed to handle one large assaulty squad. Two is a bit...much. It would've made the game more interesting.
Tank Shocks have some more use than I'd given them credit for. I'll have to add that to my repertoire. I think I'm a bit of a latecomer to that realization, but it's never too early to learn.
Footslogging Harlies aren't so bad. The Troupe Leader is certainly worth it, as the power weapon helped out. He killed 5 on his own on the charge. Mmm, furious charge S4 vs. T3 opponents.
The Phoenix Lords need invulnerable saves something fierce. Jain's a butcher, and preferable for her plasma grenades/banshee mask. None of the others really have something they can offer to that end. I might run Fuegan in this build, just for the hell of it since I'm cobbling one together.
I have the faint urge to get more Phoenix Lords, or to model more. I think my Prince Yriel scratchbuild is in danger of becoming Jain on a permanent basis. This is fine, as it's more like Princess Yriel (based on a Banshee Exarch body, y'know. I got some of the army from a guy who converted them to be female, so I might as well run with it).
I'm not sure Eldrad was 100% necessary. On the other hand, this army wanted a couple Guides, a Doom, and could use Fortune as well. I wonder if that's an army-building requirement with an eye towards psychic powers, or Eldrad just IS that useful. New flash, Eldrad is useful. Man, I hope that's not really a news flash for Eldar players. Just, once I get close to a 3-power Farseer, I might as well drop the extra 30-40 points and get three powers in a turn and all five powers.
I still feel short on anti-tank power. The DA Serpent was meant to add an extra lance and scoring unit to the army. Lances are still not necessarily enough, and even guided Pulse Lasers fall a bit short when it comes to, y'know, stopping AV14.
Vypers aren't so bad when they're not such a priority. Then again, I still have to get rear shots, and was handed one of those, so yeah. Still, they're not bad. I think they might've done more good than the Fire Prism would have.
Comments, feedback, cries of 'cheater' welcome.
Monday, September 28, 2009
Eldar Hall of Shame
Sunday, September 27, 2009
Mech Eldar w/ Seer Council Updated
1850 Mech Seer Council List
HQ
Farseer w/ Bike, Runes of Warding, Fortune, Doom, Spirit Stones [175]
Warlock Unit [420]
8x 'locks on bikes
4x Destructor
1x Enhance
1x Embolden
Elites
5 Fire Dragons [80]
Wave Serpent w/ TL Lance, Shuriken Cannon [145]
5 Fire Dragons [80]
Wave Serpent w/ TL Lance, Shuriken Cannon [145]
Troops
5 Dire Avengers [60]
5 Dire Avengers [60]
10 Storm Guardians w/ 2x Flamers [92]
Wave Serpent w/ TL Lance, Shuriken Cannon [145]
Heavy Support
Fire Prism w/ Shuriken Cannon [125]
Falcon w/ Holofields, Shuriken Cannon, Scatter Laser [175]
Falcon w/ Holofields, Shuriken Cannon, Scatter Laser [175]
Total: 1847/1850
With the three points remaining, I'm tempted to put a Singing Spear into the hands of one of the schmuck-locks, just to give me more distinct units. Or, hand it to a Destructor-lock. Cheers for wound allocation shenanigans, right? Right.
The only element I'm not certain about is the Storm Guardian unit. I feel like the flamers might be overkill, or they might just be backup. I feel like I've got a decent torrent of fire and the anti-tank covered with lances; at this point I figured I'd just get more troops. The Storm Guardians aren't bad, as they've a distinct use.
On the field, it's a half-dozen nasty, durable grav tanks and the Seer Council.
I'm reminded of the burden set on the Seer Council; they have to do a lot of the work. Even more ironic is that in this test game, one Fire Dragon serpent got KO'ed, and the other ended up stunned for about 3 turns straight (....man, talk about long odds) so the Seer Council shanked itself a Russ and sentinel squad, after notching itself two large guardsmen squads.
The short version is that in a Dawn of War match, the other guy fielded...
2x Large Melee Guard Squads (30 men w/ 3x meltagun, 3x power weapons, commissar) though one traded the meltaguns for autocannons. 'toon command with them, of course.
Command Squad w/ Straken
Priest in the meltagun squad
2x Russ w/ Lascannon, HB sponsons
Demolisher
2x Hellhound w/ hull MM, smoke launchers
3-sentinel squad w/ autocannons.
End of the game, what was left?
1 Immobilized Hellhound
1 Hellhouned Hull (needed one more damage result to KILL it)
1 Immobilized Demolisher
Straken and a meltagun in his squad
1/2 the Seer Council
Farseer
Storm Guardians in immobilized serpent
DAs in a Falcon
Fire Dragons and their Serpent
In part, he got a bit too aggressive with one of the melee squads and ended up only committing half the forces, so...the Seer Council BBQed it down to the power weapons on the first turn, and then moved to assault it without moving through cover.
I also managed to draw off the Demolisher towards the Prism and a Falcon.
Also, 1's did a LOT of damage to the forces. 1's in Dangerous Terrain effected:
1 immobilized Hellhound early one
1 immobilized Demolisher late game
1 DEAD Falcon (flat out + limiting my own movement options + 1 = Dire Avengers out of a wreck, in front of Straken. Guess how that rolled?)
Also, multi-assaults against armor with Witchblades is soooo fun. For me. One assault phase saw off two sentinels (only shot one to death previously) and a Russ.
It also reminds me of the problems with a Seer Council; if it folds you're screwed. It's just a lot of points and a lot of eggs in a basket. At least it was an excuse for me to strip them and re-do the symbols; I think my GS skills are getting better, and using tools helps.
Thursday, September 24, 2009
The Eldar War Walker
Eldar Foot Troop Options
Note I'm leaving out Guardian jetbikes; for one: they're not foot troops, and two: I don't have a lot of experience with them. I'll go into more depth on them later, I'm certain.
Dire Avengers
Dire Avengers are aspect warriors that specialize in killing it with shuriken fire. They're basic WS/BS 4 guys with T3, I5, Ld9 and a 4+ save. Each come with an Avenger Shuriken Catapult, which is an S4, AP5, Assault 2 18" gun. The range alone should tell you that you want to mount up.
You may take 5-10 per unit, and may upgrade one to be an Exarch. To be honest, I usually skip the Exarch. He costs 12 points to upgrade (which really gets you a second attack, I6, 2 attacks, and a 3+ save) and then must pay for wargear and powers.
Exarch Wargear
Double Shuriken Catapults (Assault 4 regular avenger shuricat) [+5]
Diresword and Pistol (Power weapon that if it wounds you, take a Ld check per wound; if you fail you die automatically regardless of wounds left) [+10]
Power Weapon and Shimmershield (everyone gets a 5+ save) [+15]
Exarch Powers
Defend (15 points for making the enemy at -1 attack when fighting you)
Bladestorm (everyone's gun gets another shot, but no firing next turn. You're reloading)
Analysis
The wargear is neat...but unessential. No matter how much you want to be, you're not melee troops, so you'll have to pass up that Diresword with your piddly S3. Defend and a Shimmershield won't save you from losing CC, and possibly getting swept.
Bladestorm? Folks are on the fence about it. If you're going to use it, at least pay the 5 points to let your Exarch dual-wield catapults. Over time, per the same cost, you'll get more shots off just firing Avengers two turns.
10 Regular Avengers (20 shots a turn)
vs
7 Avengers + Bladestorm Exarch w/ Dual Cats (14 BS4, 4 BS5 shots a turn, or 21 and 5 with a storm).
26 shots over two turns, or 40. You pick.
Of course, there's always the issue of getting those shots off. You may or may not get two turns to shoot.. Bladestorm simply lets you surge the unit, or fire, advance, bladestorm, assault and try to off the remnants. It's a timing thing; bladestorm is basically the ability for the unit to throw a haymaker (look up the old John Wayne western movies, and then realize that such a looping punch might hurt, but it leaves you way the hell open.) and I mean that in every sense of the word.
In smaller games, they may be able to work on foot. I'm talking like 1,000, maybe 1,500 point upgrades. Or, just spamming them on foot.
Defend + Power weapon/shimmershield + fortune might see them act as a passable tarpit, but it depends heavily on what you want them to tarpit. You're Ld9, so you need to not lose the assault by more than 1-2. I mention it as a 'fair enough' loadout for them. I think there are still things that'll cut through them, like most harder-core melee troops. Should a regular SM squad charge you, that's 12 attacks (Assuming sarge brought a pistol/CCW), down to 6 hits, 4 wounds, 2 without and 1 with fortune. That's somethign you can tie. However, if it's a nastier CC unit, or has power weapons, you might not hold. I feel it's honestly an iffier thing, but it's something to note. I'd expect to hold basic troopers, but not CC specialists.
The other option for Avengers is 5 of them as the 'DAVU' or Dire Avenger Vehicle Upgrade. I believe Dverning coined this term. You shove 5 of them into a Falcon with a holofield and a few guns on it. Not a very spectacular job, but a job nonetheless. Plus, they're likely to survive it.
Bottom Line
I'd suggest either 5 at 60 for the DAVU, or 8-10 as a regular shooty unit. Note that if you're shooting 'em, you want to Doom your target. Definitely 10 if you're going to footslog it, and I'd probably take Bladestorm there just to get some extra oomph there.
Rangers
Rangers are Eldar that decided they hate their day jobs, so they grabbed camo cloaks, longrifles, boots, and left. I suspect once I get my office job, I'll consider this. Rangers are your camping snipers. They have a sniper rifle, and some neat rules for cover. These include:
The Cool Bits
-To-hit rolls of '6' are AP1
-Stealth, so cover saves are at +1
-Move Through Cover
Basic Stats
BS4 is the only stand-out, past that there's a 5+ save and Ld8. Not terrible for 19 points.
Pathfinders
Really hard core rangers cost 5 points more (and you take the whole unit as Pathfinders), and get even more benefits. Of course, they've also flipped society the bird and are permanent exiles. Probably don't take their boots off inside.
-To-hit rolls of 5 or 6 are AP1
-Cover saves improved by +2
-Ignores difficult terrain rolls
Overall
Despite the cool bits, these guys are objective-sitters; no more and no less. I think the Pathfinder upgrade is neat, but the biggest benefit of the Pathfinder upgrade is the fact they take a 2+ cover save as a basic bit. I'd consider a unit of 7-8 Pathfinders (at 133-152) a decent objective-sitter. Let them snipe once or twice, and if they do something annoying the enemy might try to plaster them. Then, go to ground.
Now, the question is, is the Pathfinder upgrade worth it? 24 points for a 'finder vs. 19 for a regular ranger. 171 gets me 9 Rangers, and 168 gets me 7 Pathfinders. That's about as good as we'll get for equivalent values, so, basic shooting.
9 BS3 Ranger Shots = 6 ranger hits, 1 AP1.
4+ to wound, so we get 0.5 AP1 wounds, 0.5 rends, and 1.5 wounds for a total of:
1 wound that ignores armor, 1.5 that don't
7 BS3 Pathfinder Shots = 4.6 hits; 1.5 of which are AP1
0.75 AP1 wounds, 0.25 rends and 1.25 regular wounds
1 wound that ignores armor, 1.25 that don't.
At roughly equivalent costs, the damage is about equal. Additionally, the increased chance to ignore armor makes me happy, as it makes them more suited for killing monstrous creatures. Wraithlords don't like snipers in general, but Rangers might very well take one down in two rounds of shooting. You also can relocate more readily with the Pathfinders, so I think I'm going to have to reconsider. Additionally, you always have that 2+ cover save, so yeah.
Stupid Trick
If the enemy is not a CC-specialist, Dverning notes that you can use Rangers to infiltrate and potentially get a first-turn assault off. I think the trick's more psychological than effective, but it can still have an impact on folks. You'll just need to infiltrate out of LOS, and you'll need the Pathfinder upgrade to ignore terrain and make sure you can swing. I wouldn't expect it to work against anything more frightening than Tau or IG, but it's out there.
Don't forget to cry if flamers get nearby; then Rangers go away hardcore. Yeah, even regular flamers make these guys hate life. Then you're out a camping unit.
Overall
I think you can kind of justify taking the Pathfinder upgrade. Any way you cut it, the unit's a pretty nasty sniper unit, but I don't think I'd ever really take more than one selection. Dverning's done some math on the subject, and the points-per-kill is about the same. The real difference is the cover save, but you can just go to ground for the same thing. End of the day, you're not losing that much killing power, and you have more wounds.
Guardians
Guardians come in two flavors: Regular, and Storm. They share the same statline; it's basically a Guard line aside from I4. (which is to say BS3, WS3, S3, T3, 1 attack, and a 5+ 'save'). Both come in sizes of 10-20 per unit at 8 points a head, so they're at least cheap at 80 points before options and/or a Warlock option. Note that if you bring a Warlock, you really have one of several options for them: Destructor (Yay FIRE! S5 AP4 template), Embolden (re-roll leadership), or maybe Enhance if you want to try to mix it up, to get yourself up to WS4, I5.
Note also that if you intend to run Wraithlords, you could get a Spiritseer-upgraded Warlock in a guardian unit.
Regular Guardians
You are required to put two together as weapon crew, and you can take any of the larger Eldar weapons. Even better, it's on a little hover-platform that lets you fire even the heavy weapons on the move. The downside? They're still BS3.
You could theoretically combine them with a fortune'd Avatar and spam heavy weapons, but...if someone gets into assault with you, or they kill the Avatar, your ld8 and meager statline won't save you. (Also, if someone assaults you, and your Avatar counterassaults, watch them hit your Guardians and inflict No Retreat! wounds on your Avatar. Bad Stuff.) You're also looking at 110 for a BS3 bright lance; not exactly the most efficient or effective source of lance fire. I would have to settle on the Scatter Laser, so then you don't have to Guide them to hit stuff. In a pinch, there's the cheaper, shorter-ranged Shuriken Cannon.
95 points gets you 10 Guardians with a Scatter Laser. Yay?
Storm Guardians
They all traded in their dinky 12", Assault 2 S4 AP5 guns for pistols with the same statline, and a CCW. Much scarier, really. However, you do get the option to take two special weapons, so that's either 12 points for two flamers or two BS3 meltaguns. That's at least palatable, but requires a transport.
Importantly, it's one of only four freaking sources of template weaponry in an Eldar army. (Your other sources are Warlocks with Destructor [usually located in a Seer Council], Fire Dragon Exarchs w/ heavy flamers, or Wraithlords with two flamers). Add doom and a Wave Serpent, and you've got a way to delete infantry.
92 points gets you 10 with a pair of regular S4, AP5 flamers.
145 gets you a Wave Serpent w/ TL Bright Lance, and underslung Shuriken Cannon
I would ponder skipping out on the Destructor-lock, as he's another 30ish points attached to a unit that is pretty much either going to live to board the transport, or be shot/assaulted down the next turn. On the other hand, the Warlock w/ Destructor adds a Heavy Flamer equivalent template, which is S5 AP4. Note that if it's not a space marine, a heavy flamer kills stuff on a 2+. You'll still lose the unit, but he'll increase the lethality. It's really a matter of whether or not you can find the points after the 92 for the flamer guys.
Overall
To be honest, I kind of like the Storm Guardians more. They're a distinct niche-filler in the Eldar army. Regular Guardians want to be neat little objective campers, but you'd need to take them in greater numbers. Alternatively, you'd want to bring as many squads as possible to get...as many scatter lasers as you can. At least it's hard to silence the heavy weapon? Investing 30 points in an Embolden Warlock gives them a re-roll on leadership, but still...there are better ways to get rate-of-fire in an Eldar army. (IE: Vypers, and they're faster).
Foot Troop Summary
All of your foot troops are basically kitted out to kill troops. Avengers can be had in the smallest squads, but also have the longest-range trooper gun. They're not flashy, but the're reasonably competent at what they do. They're a bit of a generalist choice, but require a transport to get into range. Ld9 is fairly helpful for not running, and if you can get a couple turns of shooting, well, so much the better.
Rangers are campers par excellence. They need less support than regular Guardians, and I feel there are better places to get your heavier weapons.
Storm Guardians fill a certain niche in the Eldar army: FLAMER TEMPLATES. Sorry, it needed emphasis. They're a suicide squad, but at 92 points plus transport? It's not a bad way to go, since they'll burn some stuff up. Also, it's cheap, because you know a bunch of T3, 5+ save guys sitting in the open in front of dead stuff are gonna die for their troubles. Ironically, they'll be deploying in the 'death by flamer' squad out the back of their required transport.
A Note On My Mech Bias With Eldar
I tend to view mechanization as an Eldar strength. In part, it's because it's an army of specialists: You can't even try to grenade down a tank with Dire Avengers, you really DO need Fire Dragons (or the not-so-impressive BS3 meltaguns of a Storm Guardian squad), or an Exarch's missile launcher from Dark Reapers.
So, we need specialists to do the job. If the specialist moves 6" and runs, well...it's not really that hard to figure out where they need to go, and block them. Flamers and meltaguns, and even the Avenger shuriken catapults, do not have the greatest of range, and you would need to move at least a foot to get to an enemy that didn't want to be near you. Additionally, without the protective warmth of an AV12 vehicle around an Eldar, it's a T3 model with a 4+ save, and the foot troops are generally not cheap enough to spam. I mean, the basic Eldar Guardian squad is 80 points plus heavy weapon; you're almost at 20 guardsman in 2 infantry squads by that point. Not really the most favorable comparison, and Guardians are ultimately fairly limited.
I think someone might be able to make an Eldar foot list work (especially if they use Scorpions or Warp Spiders in the front; use that 3+ armor save guy to screen the rest of the army for a 4+ cover save), but it will be anything but forgiving and easy to use. That's me, though. Plus, I'd rather just sit in my annoying-as-hell-to-kill transports until needed, but that's me.
Sunday, September 20, 2009
Eldar Update, More Testing
1850 Mech Test
HQ
Eldrad [210]
Elite
6 Fire Dragons; one is Exarch w/ DB Flamer and Crack Shot [113]
Wave Serpent w/ TL Lance, Shuriken Cannon [145]
6 Fire Dragons; one is Exarch w/ DB Flamer and Crack Shot [113]
Wave Serpent w/ TL Lance, Shuriken Cannon [145]
8 Howling Banshees; one is Exarch w/ Executioner, War Shout, Acrobatic [160]
Wave Serpent w/ TL Lance, Shuriken Cannon [145]
Troops
5 Dire Avengers [60]
5 Dire Avengers [60]
7 Guardian Jetbikes, 2 Shuriken Cannons, 1 Warlock on Bike w/ Embolden [224]
Heavy Support
Falcon w/ Scatter Laser, Shuriken Cannon, Holo-Fields [175]
Falcon w/ Scatter Laser, Shuriken Cannon, Holo-Fields [175]
Fire Prism w/ Shuriken Cannon [125]
1850 Total
Thoughts on the List and units
On the Fire Dragons
I'm sold on the twin-linked heavy flamers in the Fire Dragon squad. It gives them some duality, even if the heavy flamer is a bit to get in there. Crack Shot helps further by alleviating the need to Doom the unit, though Doom helps if there's going to be more fire directed at the unit.
On the Banshees
Well, one game, they kind of got their transport blown up on turn one, so...yeah. They managed to hide for the duration of the game. There's certainly some challenge associated with fielding Banshees and getting them into assault. Once in assault, they need doom, but I'm beginning to still see the utility of having some melee in there. However, they're a bit pricey to use, so...yeah.
I like having some melee support, but I'm not sure Banshees will fit the bill.
On the Guardian Jetbikes
Well, there was that one time that on turn one, I decided to get them into cover from Guard Battlecannons, and they rolled three '1s' and promptly failed the resulting morale test, and ran off the board in Dawn of War. Truthfully, I should've played it a bit different (and maybe even reserved those things, since I'm not sure I would've missed the two Shuriken Cannons for a couple turns...).
I do like that they can't be nailed down, but there's certainly an art to using them. Mostly some intelligence in placement.
Melee Solutions
Well, it's Eldar, so I have one of four options for a real assault unit:
1) Banshees
2) Scorpions
3) Harlequins
4) Seer Council
I categorically refuse to run a foot-based Seer Council, and I'd tweak a Seer-Council based build if I wanted them.
The outright substitute would be some flamer-toting Storm Guardians, but that's a suicide unit that's really only good for nuking light infantry with Doom support. Otherwise, it's Fire Dragons, which also tend to be single-use.
I'd rather have power weapon wounds, so Scorps are out.
If I DID get Scorps, I could get their Exarch w/ Biting Blade, Claw, and then 7 other guys. I fail to be convinced I really want this over the Banshees.
That leaves Harlequins as my substitute. Thing is, they can't take a Designated Transport. Well, that's not a major problem; I can get a Wave Serpent off a Dire Avenger squad, and the Harlies can borrow out. So, what can I get for 160 in Harlies? Or thereabouts.
I can get a Troupe Master and 5 Harlies with Kisses for 148. They pretty much require Doom support, and there's always the issue of the potential need for Fortune, plus the unit's not really that durable.
For the record, the 10 Storm Guardians with double-flamers would be 92. It would open up points, but...yeah. I dunno. It's MUCH less durable support, and no melee ability to speak of. I mean, ok, they have lots of attacks, but no real lethality.
Thoughts from Eldar regulars?
Monday, September 7, 2009
Eldar Mech Test Bed, Hybrid v Something-or-Other
Eldar Mech Test Bed
HQ
Farseer
-Jetbike
-Guide, Fortune, Spirit Stones
155
Farseer
-Spirit Stunes, Runes of Warding
-Guide, Fortune
140
Elites
5 Fire Dragons (92)
-Exarch w/ Heavy Flamer
Wave Serpent (145)
-Bright Lance, Shuriken Cannon
5 Fire Dragons (92)
-Exarch w/ Heavy Flamer
Wave Serpent (145)
-Bright Lance, Shuriken Cannon
7 Howling Banshees (139)
-Exarch w/ War Shout, Executioner
Wave Serpent (145)
-Bright Lance, Shuriken Cannon
Troops
5 Dire Avengers (60)
5 Dire Avengers (60)
6 Guardian Jetbikes (202)
-2 Shuriken Cannons, Warlock w/ Embolden
Heavy Support
Falcon (175)
-Holo-Field, Scatter Laser, Shuriken Cannon
Falcon (175)
-Holo-Field, Scatter Laser, Shuriken Cannon
Fire Prism (125)
-Shuriken Cannon
Total: 1850
The 'test' part refers to heavy flamers in the fire dragons, and the inclusion of Howling Banshees. The Dragon exarchs give the squad some duality; they can always burn troops down if there isn't a lot of armor on the field.
The Banshees? War Shout is a 5pt filler. They're my cutty-cutty squad.
This is also, in part, a draft. I should probably get some Doom in there. The Double-Seer was meant to fortune up a couple transports and ram them down the other guy's throat. I also had to cut down the Guardian Jetbikes to 6 from 9 to make the points.
I'm looking for some tweaks/advice. Offhand, I can think of...
1) Add Doom.
Which one do I lose? Probably give it to the Jet-Seer, though I'll miss his Guide. I suppose I could consolidate them into Eldrad, but...
2) More Troops?
Not sure where to get the points. I could drop the Prism, but that cuts down on the mech amount.
3) Something else I missed?
Monday, August 31, 2009
Eldar Pictures, and 100th post nonsense
For your entertainment/edification/what-have-you (and my Eldar-oriented readers) I have proof that I have not abandoned the pointy-eared
They started white, got hit with warlock purple + wash o' Leviathan Purple. Then add ice blue to the cloth bits and jewels, Asurmen blue for the cloth, and white + bleached bone + Devlan Mud to the white and gold bits. Weapons are red + Baal Red wash. The basing is Xard's GS basing, and I think I'm going to just carry that through the rest of the army.
The next exhibit is my Princess Yriel(ette?) conversion. Banshee body with arm switches, and a scratch-made cloak. In part this is a test of whether or not I'll be using these cloaks on my Deathwing conversions, but I'm liking it thus far.
