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Trying to get a handle on re-starting "modern" Eldar


Prot

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So this is a topic I never thought I'd start.

 

I sold my Alaitoc and Ulthwé armies quite some time ago. Long story shot I've been playing Loyalist or Chaos marines predominantly, for fun and tournament play for the last 3 or so years.

 

I took a challenge from some friends that wanted me to try something different. I was going to revisit Eldar as the only thing that interests me outside of marine types. 

 

So I got offered some free Eldar stuff to start. 

 

2 Wave Serpents

1 Falcon

1 Fire Prism

1 WL with sword (not sure what else)

 

The easiest kit for me to get this rolling would be.... just a Start Collecting?

 

I did pick up the new book, and the codex. I'm trying to figure out what to actually play.

 

I'm most interested in the Craftworlds, but some of Ynarri is interesting, but I've never had a big interest in Dark Eldar.

 

I guess what I'm trying to figure out is what the point of playing Ynarri is, if you just intend on taking Craftworld units? Do I lose the Craftworlds bonuses if I do so?  Also trying to figure out if I can take Cat Lady if I am playing pure Craftworlds?

 

Also as far as the new book Blood of the Phoenix and it kind of confuses me.

 

Is it better to just take Alaitoc than play actually a DIY? What about DIY? Is it really worth it? I imagine I lose the ability to take a cool character like.. .Eldrad? And I guess I lose the strats?

 

I'm just curious what you guys would recommend?

 

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If you can get the apocalypse box for wraithguard units... you need troops with that so I’d look at getting 20 guardians and 5-10 rangers...all of these will go with what ever you do going forward

 

For hq a farseer on foot and bike is a good start...

 

Personally I’d go with a major craftworld till you’ve had a game or two so you know your play style and which DIY traits would work for you...

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That’s good advice. Actually I know a local place where I can get an Apoc Eldar box or the one that had the superheavy in it.... a battleforce perhaps?

 

For HQs I wondered if two bike HQs are better? Is a warlock or Farseer preferred on a bike?

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Reason for one on foot is because then they can go in the waveserpent with infantry

 

It’s personal choice about on bike /foot..and mix of spirtseer, warlock or farseer

 

Personally I do have one of each...but then I have 7 farseers on foot as well... :p

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The way Ynnari works now, you can take the characters and keep the faction Asuryani/Drukhari/Harlequin, or you can actually go Ynnari, and lose the Asuryani/Drukhari/Harlequin traits, but gain the Strength From Death. It's not exactly the best trade-off, the Ynnari unfortunately got hit with the nerf-bat several times since they first got introduced, and really limited their ability to soup the various Eldar types together.

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Sorry my earlier post about choices on bikes isn’t that helpful... I would go with 1 to start with and run it as both a farseer or warlock (put a farseer head on the model or just tac it on)... farseers give you more spells and a normal smite.

 

If you find yourself wanting both then you can pick another up

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Hi Prot

 

Take it for whatever its worth, but I tend to play (old school) Biel Tan with a farseer on bike and a spirit spear on foot. Not the most competitive, but if you've played 1K Sons or Chaos marines, I imagine you're not gunning for the gaming circuit. I'm looking at the new options, but since I am not played Eldar for months, I cannot comment on which is best for me.

 

I second Slasher956's recommendation to play a major craftworld to figure out your play style. I also recommend the Start Collecting and, if possible, the apocalypse box.

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Thanks again. Some very good starting advice. At least it gives me a direction to try.

 

So I’ll start with a specific Craftworld. I used to last play Alaitoc, now all tournament players do. Is there any other competitive Craftworld?

 

Probably my favourite for background was Ulthwé. I always loved Eldrad and the idea of Black Guardians but that was back in 3rd to 4th ed before I swapped to Alaitoc.

 

For a while I wanted to do an Iyanden Ghost style army, but the Wraith style units seem pretty lethargic in more competitive gameplay. Is that true or false?

 

Also I wonder what is better to add to the vehicles I’m getting... Start Collecting, the Battle Force, or the Apocalypse box?

 

I will say one thing I kind of want to try is combining multiple squads of new Banshees and figuring out an assault combo to work with that?

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The wraith units are slow so you need to plan around that. I’ve had more success using a large squad of wraiths with axe/shield and the spirit seer than anything else. Not because they do as much damage as a ru-brick, but because they can take a lot of pressure off my other units. I tended to quicken this unit to grab/contest objectives and bait/scare my opponent. 
 

ive only been successful running multiple small squads of banshees for bully purposes. It’s difficult to get them into HTH. Their low strength means I do little damage, even if I roll average hits. I want to use the 30 metal ones I own now, so if you come across a good combo, let me know. :)

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Banshees have four uses in my mind 

1, distraction - people think they are more dangereous that they really are so spend to much time getting rid of them.. 

2, lock units in combat - if they dont have a rule allowing them to fallback and shoot then running the banshees up and into combat to allow time for the rest of your army to come up /concentrate on other stuff

3, stop over watch - unit with flamers... charge with banshees first :) means your w.guard units can take a chance with a long range charge in the banshees have already taken the overwatch.

4, T1 charges - put them in a waveserpent, disembark for 3", move 8" advance 6" (strat) charge 2D6 +3"... - sub catergory of reason 2

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Banshees have four uses in my mind 

1, distraction - people think they are more dangereous that they really are so spend to much time getting rid of them.. 

2, lock units in combat - if they dont have a rule allowing them to fallback and shoot then running the banshees up and into combat to allow time for the rest of your army to come up /concentrate on other stuff

3, stop over watch - unit with flamers... charge with banshees first :smile.: means your w.guard units can take a chance with a long range charge in the banshees have already taken the overwatch.

4, T1 charges - put them in a waveserpent, disembark for 3", move 8" advance 6" (strat) charge 2D6 +3"... - sub catergory of reason 2

 

So just on the surface, since I don't know much about eldar, what I was thinking was... a Serpent with a farseer and 5 banshees. The new Pscyhic tree would allow me to swap 'smite' out for that new power that allows me to add 2" to the charge, plus as you mention the Banshees can advance, and charge. And all of this happens before Shining spears charge. 

 

I don't know. It might not be worth it. I'm struggling to find what I would want eldar to do. I may  just have to grind out a few lists and see if they make sense. Still not sure on Craftworld to try either. 

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If you want to run shining spears for combat then I'd make use of the index. entries...

 

Autrach on bike + banshee mask (0 points, index option) + laser lance + fusion pistol, warlord with fates messenger (I think its called... +1 wound & a FNP roll).  As hes on a bike he can keep up with the spears and does the same thing of charge first and lock down overwatch (the pistol is there for a cheeky shot if you are locked in combat :p)

 

As per major craftworld I'd look at Ultewe (6+++ FNP on everything) Or Biel Tan for the reroll 1s & +1 LD for aspects

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