Showing posts with label Eldar. Show all posts
Showing posts with label Eldar. Show all posts
Friday, June 4, 2010
Batreps for my Foot Eldar
Here are the batreps for major events that I took my Foot Eldar to for the past year.
Now I am only posting events that I played in that had 20+ players. I attended some smaller RTTs and won there was well, but they are not worth the time and effort it takes to write up a report. Also I play many armies, and I did not take Foot Eldar to every event that I attended (I should have taken them to Adepticon, but I was in a chaos mood at the time).
2009 'Ard Boyz: July 2009 Mesa, AZ
http://www.dakkadakka.com/dakkaforum/posts/list/250049.page
I went 2-1 (In the loss I was massacring my opponent and the game ended on round 4 giving him the win). I also beat the guy who will go on to win the AZ 'Ard Boyz Semi-Finals in game #1.
Slaughter in Space: Aug 2009 Los Angeles, CA
http://www.dakkadakka.com/dakkaforum/posts/list/262581.page
I went 3-0 and won the event
I only wrote up a batrep for game #1. Game #2 I beat an Ork army and Game #3 I beat Tyranids.
Wild West Shootout : Oct. 2009 Mesa, AZ
http://www.40konline.com/community/index.php?topic=191410.0;topicseen
I went 5-0 and won the event
The Broadside Bash: Feb. 2010 Los Angeles, CA
http://www.dakkadakka.com/dakkaforum/posts/list/281069.page
http://www.dakkadakka.com/dakkaforum/posts/list/281688.page
http://www.dakkadakka.com/dakkaforum/posts/list/283230.page
I finished 4-1 and ended up 7th in Battle points out of around 50 players
Note: I might write up the final 2 batreps this weekend.
2010 'Ard Boyz: May 2010 Mesa, AZ
http://blackmoors40k.blogspot.com/
I had 2 Massacres and 1 draw
To sum it up I went 16-2-1 in the past year in big tournaments, and winning 2 out of 5 events.
Sunday, May 30, 2010
Blackmoor’s ‘Ard Boyz report
I had been planning on taking my Tyranids to the 'Ard Boyz but I was unable to get the big bugs and bone swords necessary to get the army together, so it was on to plan B.
So it is back to my old standby of Foot Eldar. I almost switched to Chaos the night before (and maybe I should have) but at that point it was too late.
I am playing at Empire Games in Mesa. Since there are only 4 stores running the tournament in Arizona, and the other stores are smaller, a lot of the overflow came there to play so they had 20+ players.
My list:
HQ
Eldrad
Avatar
Elites
8 Harlequins w/Kisses, 2 fusion pistol
Shadowseer
Troupe Master w/power weapon
Troops
10 Guardians w/Brightlance
10 Guardians w/Brightlance
10 Guardians w/Brightlance
9 Dire Avengers
3 Jetbikes w/Shuriken Cannon
1 Warlock w/Singing Spear, Destructor
3 Jetbikes w/Shuriken Cannon
1 Warlock w/Singing Spear, Destructor
Fast Attack
9 Warp Spiders
1 Warp Spider Exarch w/2 Spinner, Withdraw, Surprise Attack
9 Warp Spiders
1 Warp Spider Exarch w/2 Spinner, Withdraw, Surprise Attack
Heavy Support
Wraithlord w/Brightlance, Missile Launcher, 2 Flamers
Wraithlord w/Brightlance, Missile Launcher, 2 Flamers
4 Dark Reapers
1 Dark Reaper Exarch w/Fast Shot, Missile Launcher
So on to the games!
So it is back to my old standby of Foot Eldar. I almost switched to Chaos the night before (and maybe I should have) but at that point it was too late.
I am playing at Empire Games in Mesa. Since there are only 4 stores running the tournament in Arizona, and the other stores are smaller, a lot of the overflow came there to play so they had 20+ players.
My list:
HQ
Eldrad
Avatar
Elites
8 Harlequins w/Kisses, 2 fusion pistol
Shadowseer
Troupe Master w/power weapon
Troops
10 Guardians w/Brightlance
10 Guardians w/Brightlance
10 Guardians w/Brightlance
9 Dire Avengers
3 Jetbikes w/Shuriken Cannon
1 Warlock w/Singing Spear, Destructor
3 Jetbikes w/Shuriken Cannon
1 Warlock w/Singing Spear, Destructor
Fast Attack
9 Warp Spiders
1 Warp Spider Exarch w/2 Spinner, Withdraw, Surprise Attack
9 Warp Spiders
1 Warp Spider Exarch w/2 Spinner, Withdraw, Surprise Attack
Heavy Support
Wraithlord w/Brightlance, Missile Launcher, 2 Flamers
Wraithlord w/Brightlance, Missile Launcher, 2 Flamers
4 Dark Reapers
1 Dark Reaper Exarch w/Fast Shot, Missile Launcher
So on to the games!
Saturday, March 6, 2010
Eldar Question!
E-mail in!
Phil writes-
I know you utilize the Eldrad + Avatar combo all the time. Any recommendations for my build?
Here is his list:
1850
Eldrad
Avatar
3 Guardian squads with Scatters
6 vypers with shuriken cannons and EML
3 vypers with Dual Cannons
6 Walkers with Scatter lasers
3 Walkers with EMLs
Looks like my idea for MSU (multiple small vehicles). 18 lightly armored vehicles overwhelming the opponents' ability to kill them all.
Let's breakdown the list:
1850
Eldrad
Avatar
One of the best HQ combinations in the game.
3 Guardian squads with Scatters
30 Guardians in a 1850 point game might cause you trouble. If they target them, you might be hurting in objective based games. I know at my last tournament I had 2 players (out of 5) that went after my troops. I would go with some jetbike or some pathfinders/rangers to help you out in the durability department. Also I understand why people go with the scatter lasers with their guardians (because BS 3) but you need to look at your army. Are you hurting for anti-tank, or anti-infantry? You have 12 EML and a lot of strength 6 shooting, so it would be up to you.
6 vypers with shuriken cannons and EML
3 vypers with Dual Cannons
Vypers are easy to kill, but when you take enough of them with the War Walkers, then they become harder to bring down. The problem with the dual cannons is that you have to be within 24" which means that you are in range of small arms fire, but if you keep them 20" away, and get first shot that should not be a problem. I do like EMLs on Vypers because it gives you 48" range to work with and keeps you out of range from a lot of nasty anti-Vyper weapons like heavy bolters and reaper auto-cannons to name a few.
6 Walkers with Scatter lasers
3 Walkers with EMLs
24 scatter laser shots is always a good thing. I was thinking about using a WW squad armed with EML for the range, and because you can kill tanks, squads of tanks, Tyranid MC, and horde infantry with them. I would like to know how they work out for you.
So to sum it up, the weakness of the army is in the durability of its troops, and its inability to kill AV14. I have a lot of brightlances because of this, because if you find yourself across from a Leman Russes, or Battle Wagons, you would have to try to get around to the sides to hurt them, and forget about killing a land raider (all elder struggle with monoliths).
Thursday, March 4, 2010
What army should I play at Adepticon?
So the time draws neigh for Adepticon!
With only three weeks to go, I am torn about what army to play in the 40k championships. So I turn to the Dakka Dakka members for guidance.
I have the choices of 3 1850 point armies to play:
Army #1. Foot Eldar
Reecius put up an article in BoLS about how good foot Eldar is, and everyone attacked him for it.
http://www.belloflostsouls.net/2010/03/40k-tactics-winning-with-eldar-foot.html
Even though the army he posted would not be an army that I would play, the idea that you can win with any foot elder army was viciously attacked by the denizens of BoLS and YTTH. How much winning do I have to do for people to think it is a viable 5th edition army? I do well at tournaments, and several other people like Darth Diggler, and Inquisitor Malice do as well, but still the army gets no respect. I am getting burned out of playing the army though and even if I keep winning with it, unless I play the doubters and whip them like they owed me money, then they will just remain ignorant of the strength of the foot eldar. I guess until you eat 60, strength-6 shots, you just will not know how good the army is.
HQ
Avatar
Farseer w/Spirit Stones, Stones of Warding, Stones of Witnessing, Doom, Guide, Fortune
Elites
6 Harlequins w/Kisses
1 Shadowseer w/Kiss, Fusion Pistol
1 Troupe Leader w/Power Weapon and Fusion Pistol
Troops
10 Guardians w/Brightlance
10 Guardians w/Brightlance
10 Guardians w/Brightlance
9 Dire Avengers
1 Exarch w/2 S. Catapult, Bladestorm
3 Jetbikes w/Shuriken Cannon
1 Warlock w/Singing Spear, Destructor
Fast attack
7 Warp Spyders
1 Warp Spyder Exarch w/dual spinners
Heavy Support
3 War Walkers w/Scatter Lasers
Wraithlord w/Brightlance, Missile Launcher
Wraithlord w/Brightlance, Missile Launcher
Army #2 Chaos Space Marines
I am thinking about playing this army because over the summer I am going to build a pre-heresy Thousand Sons army. Although this army will not be pre-heresy, it will mirror the build. It is also my best painted army, so in a tournament with a lot of soft scores it will do well. The downside is that I have not played it since I won a 3 game RTT in Aug, so I might be a bit rusty.
Army List
HQ
Ahriman
Demon Prince w/MoT, Warptime, Winds of Chaos, Wings
Elite
Dreadnought w/TL Autocannons
Troops
9 Chaos Space Marines w/Lascannon, Plasma Gun
Aspiring Champion
9 Chaos Space Marines w/Lascannon, Plasma Gun
Aspiring Champion w/Powerfist
Rhino
8 Thousand Sons Marines
1 Aspiring Sorcerer w/Bolt of Change
Rhino
Heavy Support
2 Obliterators
2 Obliterators
Land Raider
Army #3 Demonhunters
I am thinking about playing this army because everyone says that Demonhunters can't win in a competitive tournament. They were lumping this army in with the Tau and Necrons as being unwinnable. I think you can win a tournament with any army, and it is the player skill and not the codex that determines if you can win or not, or basically what I am saying is that you can make a winning build out of every codex. So to put my money where my mouth is, I need to step up to the challenge.
Army List
HQ
Inquisitor Lord w/Emperor's Tarot, Psycannon, Psychic Hood, Null Rod.
3 Mystics
1 Familiar
2 Sages
Gun Servitor w/Heavy Bolter
Gun Servitor w/Heavy Bolter
Gun Servitor w/Plasma Cannon
Land Raider
Troops
5 Grey Knights w/2 Psycannons
1 Grey Knight Justicar
5 Grey Knights w/2 Psycannons
1 Grey Knight Justicar
5 Stormtroopers w/2 Plasma Guns
Chimera
5 Stormtroopers w/2 Melta Guns
Chimera
Heavy Support
Land Raider
Dreadnought w/TL Lascannons
Dreadnought w/TL Lascannons, Missile Launcher
Friday, January 29, 2010
Eldar vs. Tyranids
Well, I was so close to running Tyranids that I started work on a Tervigon. It looks like there are going to be a lot of other Tyranids there, and I hate to be a front runner and join the crowd, so I will play my Eldar.
It looks like it will be tough going. The reason why is that the new Tyranid lists are brutal. Lots of cheap little bugs and a boatload of T6 creatures with 4 or 6 wounds.
I am going to show you what I do before big events like the Broadside Bash. I take a moment and I take a quick look around the boards and look at the armies that others are planning on bringing, and I wonder what I would do against them. It keeps me in practice since I do not play that much (my last game was at the Wild West Shootout several months ago) and even though I may not face the armies that are posted on the boards, I will face armies that are very similar.
Last year it actually helped me because Hulksmash posted his list online and so when I played against him I knew exactly what to do. He ran a list of little bugs with a little synapse and I had a shooty SoB army, so I knew going into that game that all I needed to do was to destroy his synapse and I should be able to win it, and that is exactly what I did.
http://www.dakkadakka.com/dakkaforum/posts/list/231405.page
On Dakka here are a couple of the lists that are going to be there:
Army #1 http://www.dakkadakka.com/dakkaforum/posts/list/276490.page
swarmlord
2x tyrant guard lash whips
3x hive guard
3x hive guard
2x venomthropes
21x termagants
21x termagants
tervigon with catalyst toxin sacs adrenal glands and crushing claws
tervigon with catalyst toxin sacs adrenal glands and crushing claws
tyrannofex with rupture cannon
tyrannofex with rupture cannon
Against army #1
He has a lot of shooting but they are not a threat with the Hive Guard and the Tyrannofex. The Hive Guard has an effective range of 24" and the only thing that I have the really needs to worry about them is the War Walkers since their shooting is only AP4. So I need to place My War Walkers at the back of the board and it will give me a turn or 2 of shooting at them, but I expect my Walker Walkers to be the first to die. Tyannofex is a different story with their 48" range. They are a crap load of points, but they do shoot a mean strength 10 shot, but they hit once per turn on average, and with their AP4, they can't hurt anything else in my army. Killing the Tyrannofexs is not an option with a T6, W6 and 2+ save means that I can't afford to waste the firepower that it would take to kill them because there is so much in the army that is a bigger threat. The only choice I have to kill them is to hit them with the Harlies, Wraithlords, and the Avatar at the end of the game when they are moved forward to contest the objectives.
The first to die!
Without a doubt it is the Terigons.
There are 2 reasons for this, the first is that every turn they are going to crapping out a ton of termagants, and the second is that if you kill them, they will blow up all of the gants around them. Good times! I think I can kill one a turn with the Wraithlords, and War Walkers shooting. As he advances, I will have my Warp Spiders move up and try to stay at their maximum range for shooting (12") and then warping back so I do not stay within charge range, and the same goes with my Jetbikes. I will hit and run a lot. 2-3 turns of this should whittle him down to more manageable numbers. Especially in the Broadside Bash missions that are so objective heavy I think I can wipe out all of his troops pretty fast, and then at the end of the game I can move up the Avatar, the Wraithlords, and Harliquins to finish off his MCs.
Army #2 http://www.dakkadakka.com/dakkaforum/posts/list/276247.page
HQ
Parasite-160
Elite
3 Hive Guard-150
3 Hive Guard-150
Troop
Tervigon-195
Adrenal Glands, Toxin Sac, Catalyst
Tervigon-195
Adrenal Glands, Toxin Sac, Catalyst
20 Spine Gaunts-120
20 Hormagaunts-160
14 Devourer Gaunts-140
Fast Attack
10 Gargoyles-70
Toxin Sacs
Heavy Support
Mawloc-170
Mawloc-170
2 Carnifex-320
2 Twin Scything Talons
Against army #2
The strategies against them will be similar to the first list. I am going to hammer the Tervigons hard so they will blow up and take a bunch of termagants out with them. Their shooting is also rather short range, but they have added Devourer Gants that have to be respected. I imagine on the first turn one warp spider unit will go after the D. Gants, and the other Warp Spider unit will go after the Gargoyles because I do not like a very fast unit bothering me and my plans. The one thing that really concerns me is the Mawlocs. Not so much for their close combat ability, but for the Strength 6, AP 2 pie plate they lay down when they come on the board. Just like against a deep strike army I will have to keep my army spread out to minimize the damage of that pie plate, yet close enough so that I can hit them with my whole army including the guardians shuriken catapults, the harlies, and the Avatar, since I will only have one turn to take them down before they burrow and do it again. I hate that because it will keep me busy while a bunch of other stuff is running at me.
Note:
I know that the 'Nid players will try to counter my moves, but I have back up plans, and other tricks up my sleeve.
Sunday, December 13, 2009
Killing Seer Councils
I have been busy and have gotten behind, so it is time to catch up!
E-mail in! (I have always wanted to say that)
Magilla Gorilla wrote:
I have been following your batreps on Dakka for awhile, but I have never seen you having to deal with a mounted Seer Council. Mounted Seer Councils are the range where I play and there are no less than 2 Seer Council Eldar players at every local tourney the FLGS has....So, the question is this? How would you deal with them?
You are right! In all of the batreps I have posted, I have never posted a batrep with a Seer Council. There is one big reason why I have never done it is because I have never faced one.
The Seer Council has had a lot of popularity in the UK for a while now, and it seems like only in the last year that it has made its appearance on these shores. Since it is rearing its ugly head more and more, it would behoove people to learn how to take them out.
Now there are 2 kinds of Seer Councils, Jetbikes or Wave Serpents as mobility.
Jetbikes have a stat boost from the bikes as well as turbo-boosting, and serpents can fly across the table in one turn and they are both formidable.
The Seer council gets a ton of its durability from Fortune. Without it the Jetbikes have the same stats as Thousand Sons: Toughness 4, 3+ save. 4+ Inv save, and the walking variety just has a 4+ inv save. But what make them a pain is the re-roll. So whenever you catch them without Fortune, you must unleash hell upon them. There are a few ways to get them to drop the fortune.
#1. First strike!
If they start on the board and go second, they will not have Fortune up for the first turn and if you can get some fire on them, hit them with everything that you have. If they choose to be kept in reserve then the first turn that they come on the board they will not have fortune up either, then shoot them with as much as you can (though most of the time they will have turbo boosted, so they have a 3+ cover save so you need volume of fire).
#2. Cancel Fortune with Wargear
This will be harder that most people think because the Seer Council normally has a Warlock with Embolden in it meaning that they can re-roll failed Leadership Tests, so things like Shadow in the Warp and Stones of Warding will not help much, and not only that, there are so many races that do not have access to anti-psychic wargear. But there are a few codexes that have access to wargear like Psychic Hoods. Although the Hoods have less than 50% chance to shut it down, when you can stop it, all you need is one round to hit them with everything that you have. If you are a Marine Player you should also have Null Field to also cancel Fortune. You can also purchase an Inquisitor with a Null Rod will ignore Fortune, which is nice.
Remember, any round that they do not have Fortune up that is when they are vulnerable and hit them with everything that you have. You may not be able to stop them, but you will reduce them to more manageable numbers.
#3. Luck!
If they roll an 11 or 12 on three dice taking out the highest with a re-roll on their psychic test it will not go off. If you manage to do this, then the Dice Gods smile upon you and you must go out and by a lottery ticket because you have a better chance at winning that then having Fortune not go off do to a failed psychic check.
General Tactics
If they are in a Wave Serpent they will have to get close to assault. So what will happen is that they will cast Fortune on the Wave Serpent and fly across the board with Star Engines and get into your face. Since they are moving over 18" they get a 4+ obscured save, and with a re-roll for fortune, good luck taking that down, but if you can, try to destroy it, because a walking Seer Council is not much of a threat. If they do fly that close to your lines, and you have units near them (and you should have since they are planning on assaulting you), then you should have units close enough to assault the Wave Serpent. Now you are not planning on taking down the Wave Serpent, but all you want to do is block the back hatch. Since they only have one exit port, you can block it and they can't get out and assault, so that will buy you some time.
What can't Seer councils kill?
Elite infantry. If you have some throw it at them. Since they lack power weapons, they can't kill things with good saves. That means Terminators, Plague Marines, etc. Anything that has a good save they get tarpitted with. It they get in a fight with Marines they will have trouble killing them, because a 3+ save is your friend. Be careful of what you attack them with though, because a high toughness does not matter to them, only saves.
What kills Seer Councils?
A lots of firepower will take them down, especially if you can get it strength 6 and above. Lootas should be blasting them every chance they get. War Walkers with scatter lasers and even rapid fired bolters will help in a pinch. Remember that nothing really kills them, but you want to reduce them to a reasonable number so when they assault you they don't do much damage. Also try to keep your army together. They want to assault where they can't be counter attacked by large numbers, but when you hit them, you will need to throw a lot of units at them. Note: This is only good if you have a good save. If you have a poor save then they will kill a lot and you will have to take massive leadership checks on your army. If you have a bad save you want to spread out so they will slaughter a unit and them you can shoot them some more.
Here is a good example of a Seer Council in action. Lazarus's army at the Necro last year. When I saw it I thought it was a very formidible army, and wondered how I would beat it. Read his batreps and see what they can do. Yriel+Eldrad is a tough nut to crack.
Tuesday, October 27, 2009
My Eldar List for the Wild West Shootout!
I have had a lot of people ask me about my list that I won the Wild West Shootout with, and wondering why I did so well with it. So I will try to de-construct my list to try to shed some light on how it works, and why I did so well with it.
My design philosophy
When I build and army I ask myself if I can take on common builds, and if I am able to beat the "arch types" (Shooting, Assault, Combo) of the most popular armies? If not, then I tweak the army until I have an army that I think will win against a lot of them, and a chance against others.
With that design concept in mind, what units I gravitate to are units that can fill several roles. That is why one of my favorite heavy weapons is the missile launcher. Not only is it good against hordes with the frag. missile, but against MEQs with AP3, and against vehicles with Strength 8.
Here is my list:
HQ
Eldrad
Avatar
Elite
5 Fire Dragons
Exarch w/Dragon's breath flamer
6Harlequins w/5 Kisses, 2 Fusion Pistols
Shadow Seer w/Kiss
Troupe Master w/Power Weapon
Troops
10 Guardians w/Brightlance
10 Guardians w/Brightlance
10 Guardians w/Missile Launcher
3 Eldar Jetbikes w/Shuriken Cannon
Warlock w/Singing Spear, Destructor
Heavy Support
3 War Walkers w/Scatter Lasers
3 War Walkers w/Scatter Lasers
Falcon w/Missile Launcher, Shuriken Cannon, Holo-Field, Spirit Stone, Star Engines, Vectored Engines
So here is a breakdown of my units and their roles:
HQ Units
The Avatar
• Fearless-The Avatar is the glue that keeps my army together. His fearless bubble is needed to keep LD 8 troops from running off the board each time they lose a few guys. He is important for just this role, and if he did just that, it might be worth his points.
• Assault- This guy is a killer in assault. Think of him as a flightless Bloodthirster. WS 10 (WS4 needs 5s to hit), Strength 6 and 4 attacks means that he is putting a hurting on whatever he is on b-t-b with.
• Anti-tank- He gets with other greater daemons don't…a melta gun. At BS5 his threat radius is greatly improved. He can also assault. Now that you get to ago against back armor, and gets 2d6 armor penetration dice for being a monstrous creature and he can tear vehicles apart.
• Hard to kill- The Avatar takes an incredible amount of damage before doing down. He is immune to Flamers and Melta which can't be overstated in this current anti-orks and anti-vehicle builds. Try going up against a Vulcan based army and see what they have that can hurt him. He has a toughness of 6 so he will shrug off most assault and small arms fire. But what makes him really durable is his 3+/4+ save. If you have a Farseer and can Fortune him, then he will easily save what few wounds get through. In fact, it takes almost a whole army shooting at him for a couple of turns to go down, and if they are shooting at him, they are not shooting at anything else.
Eldrad
• Redeploy- When you go first, your opponent gets to set up second and react to your deployment. This ability neutralizes a lot of that counter-deployment giving you a huge advantage when you go first.
• Psychic Powers- Since Eldrad is the only one who not only gets to use all of the Eldar psychic powers, but 3 a turn he is a gigantic force multiplier. I can't stress this enough. The ability to lay down Doom, Guide and Fortune where you need them as well as Mind War and even Eldritch Storm is huge.
• Defense- A 3+ inv save means that he is hard to kill and very survivable. You are not afraid to throw him into an assault or take the odd wound or 2 that his squad takes.
• Offence- Eldrad is a lot better in assault because not only does he wound on a 2+ but his attacks are power weapons.
Elite
Fire Dragons
• Anti-tank-They do one thing and they do it well, killing vehicles. Since 5 Fusion Guns should be enough to kill what they are shooting at
• Anti-infantry- The Exarch gets a Dragon's Breath Flamers so when you are fighting armies that do not have a lot of high AV vehicles, or monstrous creatures you can at least BBQ some Hordes.
Harlequins
• Anti-Tank-They have Fusion Pistols so that they can kill every vehicle, and rending in assault to take down everything but Land Raiders and Monoliths.
• Assault- This is where they shine. With their stats, they can kill almost every assault units out there including most armies' best assault units. Giving the troupe leader a power weapon means they can kill the tough armored units like terminators.
• Defense- They do have an Inv. save, but it is only 5+ so you do have to be careful assaulting large units that get to swing back. But they reason why they are the best counter assault unit is Veil of Tears. You do not have to worry about them being shot up, or taken out before you need them. The ability to roam freely around without worrying about getting killed before you need them is very important.
Troops
Guardians
• Anti-Tank- They are armed with Brightlances to take out the heaviest of armor at range. Alternatively they can be armed with Missile Launchers to give them added range.
• Anti-Infantry- What people underestimate is the destructive power of massed Guardians. Ten Guardians will do 10 wounds to T4 opponents with the correct use of Guide and Doom. When you have them grouped together, they can devastate your opponent. This short range killing is often overlooked.
• Speed- They can move and shoot a heavy weapon. This makes then able to move around for the best shot, and they are able to move to objectives and not loose any firepower, and come on from reserves and shoot at full effect. They also have fleet if you need to assault for some reason.
• Durability- They are durable do to their numbers. They are fearless so you have to kill them to a man to stop them shooting their heavy weapon. With proper positioning, they should be able to benefit from a 4+ cover save. Another thing is that most anti-infantry weapons are close range, and short of heavy bolters and the like, it is very hard to kill them outside of 12". Also they are so far down on the target priority that they are almost never shot.
• Troops-They are Troop units for holding objectives, and that is always a good thing.
Guardian Jetbikes
• Speed- Jetbikes are fast. Not only do they move 12" in the movement phase, but they move 6" in the assault phase, and when they need to they can also turbo boost 24".
• Anti-Tank- They have a Shuriken Cannon for strength 6 side shots, and a singing spear for strength 9 shooting and assault.
• Anti-Horde- The Warlock has Destructor for anti-horde and the squad has Shuriken Cannons and TL Catapults to help out.
• Troops- They are a fast moving troop unit, needed to get to objectives in a hurry.
• Durability- They have a 3+ save and a 4 toughness which is good by Eldar standards. They ability to turbo boost for a 3+ cover save, and their 6" Eldar Jetbike move in the assault phase helps them to get out of rapid-fire and assault range, or to duck behind cover.
Heavy Support
War Walkers
• Anti-Infantry- This is the role where they excel. They can blast away at anything and before long they will go away. They do not care about you standing in cover, because you get an armor save anyways, but through shear volume of fire, they can decimate your opponent.
• Anti-Tank- Although not their primary role, they can chew up enemy armor. Besides the high army value you find in some heavy support choices, most vehicles are armor 12 and less. War Walkers get so many shots, that even glancing hits on AV 12 will do damage.
• Durability-War Walkers are a squadron so you can normally allocate the hits to one chewed up walker. Also they can be obscured for a 4+ cover save and shear number of them makes them hard to silence.
Falcons
• Speed-The ability to move 6" and shoot all of your weapons, 12'" and shoot one weapon, 12 and more to get an obscured save is nice. Also the total move of 24"+12" with Star Engines makes it get to where you need it to be.
• Transport-The ability to carry 6 models is great on such a fast moving tank. If a guardian squad gets chewed up you can embark it to not only save the guardian squad, but to make your Falcon scoring. Also you can get a 6 man Harlequin squad and transport them for assault and short ranged anti-tank, and then the Fire Dragons for vehicle removal, or to flame some infantry.
• Anti-Tank- I use my Falcons as a gunboat for the most part. They are a fire platform that can shoot 2 strength 9 shots and 1 strength 8 shot. They can move around for some strength 6 shots to.
• Anti-Infantry- Although not a specialty of the Falcon they can also do an ok job of shooting infantry. They can shoot the pulse lasers, and frag grenades and still move 12". 6" and under they can shoot the pulse lasers, the missile launchers, and the shuriken cannon to do some damage.
So as you can see everything has an anti-tank role, and an anti-infantry role. Depending on whatever army I am up against, everything can be used against it. Mech, Infantry, or a combination of both, I have the tools to deal with it.
Now there are some weaknesses in my list. I can't take out a chaos army that has a lot of oblits. To kill them you need a lot of strength 8 AP2, and my 4 shots at BS3 leave me at a huge disadvantage.
There are a few different strategies with building a good take-all-comers list, and I like this kind of reactive army.
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