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Lady Blodwynn

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PostPosted: Tue Nov 10, 2009 12:06 pm


Information is power, the lack of is just plain silly and confusing? sweatdrop
PostPosted: Tue Nov 10, 2009 7:41 pm


Ok, so mis-wording on my part then.

But moving from that...As I said, Farseer council, how its make/its purpose?

Nekage


explodeyFox

PostPosted: Tue Nov 10, 2009 7:51 pm


I'm looking to make room for some Spirit Stones in my 1750 tourney list. It's styled in the same way as Ugo Oliveti's, just without Eldrad (no Special Characters allowed at this one).

Decked out Jetbike council, 6 fire dragons in a wave serpent, DAVU falcon, 2 units of guardians with warlocks and brightlances, (1 extra Waveserpent) and 2 wraithlords with brightlances alongside other guns...
PostPosted: Wed Nov 11, 2009 12:27 am


Nekage
Ok, so mis-wording on my part then.

But moving from that...As I said, Farseer council, how its make/its purpose?
The Apocalypse book has an entry on this unit.

Hoxtalicious

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explodeyFox

PostPosted: Wed Nov 11, 2009 11:29 pm


I have to say; it's nice not playing a Marine army sometimes. They get too old, too quickly...

In other news, won my first game against imperial guard with my aforementioned list. Jetbike Council was pretty much MVP, taking out 2 leman russes, slaughtering the command squad, then moving on to routing some veterans on his objective. DAVU falcon sat back and immobilized chimeras and vendettas, while the fire dragons killed his artillery, but lost 3 of their number to a chimera (multilasers hurt). One of his vendettas killed my wraithlord with the EML, but the brightlances managed to take down all of the aircraft. Finally, his infantry were picked off by the guardians (medium losses here...) and the wraithlord with the scatterlaser. Turn 6, he still had 2 infantry squads (regular guardsmen) on the objective, and the DAVU falcon star-engined up to it and contested it. His objective was empty, with my council buzzing around, and mine had a guardian unit on it being babysat by a wraithlord.

Victory. He still had some heavy weapons squads in cover on my side, and 2 chimeras were still firing. Saturation like this hurts Eldar quite a bit.
PostPosted: Sun Nov 15, 2009 2:21 pm


Alright, for today, I have a question concerning Eldar fluff. I ask this cause on a few occations I've had ideas, but they've collided with the fluff in Eldar (Example, I had a farseer die, but it was counter argued that he wouldnt "die", he'd place his soul into a spiritstone that his soul wouldn't be caught by the Chaos Eldar god (Her name eludes me ATM))

Anywho, so for a custom chapter I was creating, I wanted to ask this:
Would it be possible for an Eldar (lets take a Farseer for example) to go to another craftworld and go under their teachings? I ask cause I hada thought for a craftworld where they are so keen on becoming a new breed of a craftworld with the best of Eldars, so they send their aspects to the craftworlds of that specialization to come back and be the best at that. So example, a Farseer of this Craftworld would learn the teachings of Ulthwe', a Jetbiker would go under the fast trainings of Sam-hann, and a Ranger might learn from the craftworld of Alatioc? All this done secretly of course.

It SOUNDS like a dumb idea when I type it fast like this, but It'll be ironed out once I figure this all out. Thanks for any help.

Nekage


Caleidah

Eloquent Lunatic

PostPosted: Sun Nov 15, 2009 6:11 pm


If the Spirit Stone remains undamaged, the bearer's soul will be caught in it and thus save them from damnation at the hands of Slaanesh. At least for the time being.
PostPosted: Sun Nov 15, 2009 7:02 pm


Yeah, as I wrote in the post, I figured that out later on.

The main reason I ask though about the custom craftworld is that I dont want to be of the Craft Samm-han, but as I've began to play Eldar more and more, I found that I LIKE a small bike squad with my Autarch on a Jetbike. So I figured there'd have to be a REASON with this, aka, this idea I have, but Im not sure if that WOULD work with Eldar fluff and the way they are.

Nekage


Caleidah

Eloquent Lunatic

PostPosted: Tue Nov 17, 2009 8:33 pm


Saim-han aren't the only kids on the block with jetbikes. Fluffwise, they use troops of only Jetbikes. Other craftworlds use them, too.
PostPosted: Thu Dec 03, 2009 4:28 pm


Iv got a Friendly 40k or Apocalypse games over christmas(depends on how many show up)
But its planned for 2k army each 4 vs 4 .

Iv been working on a Dark reaper Focused army and so far its not worked that well plus im trying to avoid the stero type avatar or seer council HQs.

Maugan-Ra Pheonix lord does wonders in the army but he doesn't do dark reapers any justice since he is able to assult move.
which other unit would be good to support Maugan.

My latest List (test army using normal 40k) 1,500pts

HQ
Maugan-RA=195pts
Farseer =118pts
singing spear,runes of witnessing,spirit stones,eldric storm,Guide.

Elites
5x Striking scorpions=117pts
Exarch, Claw, Biting blade, Stalker
5x Wraithguard = 175pts
Waveserpent = 175pts
Bright lances,Vector engines,Star Engines(Dedicated for Wraith guard and Farseer)

Troops
10x Storm Guardians = 92pts
1x flamer 1x fusion gun

10x Storm guardians= 92pts
1x flamer 1x fusion gun

5x Pathfinders=120pts

Heavy

5x Dark reapers = 227pts
Exarch, Tempest launcher, Fast Shot
5x Dark reapers = 227pts
Exarch , Tempest launcher , Fast shot
3x Support weapons =150pts (Vibro cannons or D-Cannons)This test used the vibro cannons. not much use but for the size of the match i maybe having these are a must have.

Iv still got to Add 500pts I was Considering some fast warp spiders+swooping hawks or Harliquins and one of listed fast attacks.
do you think its just a matter of Bluking out troops or adding a fast attack.
If its a Apocalypse game im adding extras if the points to make it 3k

2xfalcons or fire prisms?
1x Night spinner
5x dark reapers same as listed (iv got 25 dark reapers in total i plan to use as many as possiable without risking a lack of a front line)
1x Wraithlord
1x Warlock(seer,Concel warlock added to storm guardians supported by wraithlord)

in the end do you think Maugan-Ra would be with some harliquins replace the death jester and join up Ra in turn one to them?
him standing on his own in a Apocalypse battle field is insane but he could handle it for two turns if the Dice gods allow it.

Andre_kelfar11


Nekage

PostPosted: Sat Jan 09, 2010 4:49 pm


Damn there has been a lack on Eldar...Welp, I'll make a post on it. Have a campaign all new and the second game is 575pts. So ATM, this is my list.

HQ:
Farseer (1)
Abilities: Guide

Troops:
Dire Avengers (9)

Dire Avengers (5)

Elites:
Striking Scorpions (5)

Fire Dragons (5)

WarWalker
x2 Shuriken Cannons

Wave Serpent
Twin Shuriken Cannons

TOTAL: 548


I have 27pts left. Any suggestions on those points being spent? Thanks again in advanced.
PostPosted: Sat Jan 09, 2010 5:15 pm


I advise an Exarch upgrade on your 9-man squad, and the Bladestorm ability on the same. It's a very good looking list; combining Guide with the extra fire output of that squad could result in some devastating rounds of fire.

DarkElf27
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Nekage

PostPosted: Sat Jan 09, 2010 9:46 pm


Oh good. Thats good to hear, means I'm coming further on being able to make my own list without too much input.

Now, I heard people CONSTANTLY say "Spirit stones on Wave S., ALWAYS" but the way I see it, it just makes a 2 roll a 1 on the dmg table...sooo...I mean is it even WORTH the 10points as I see it?

Also, this is what I wondered. Is it worth actually keeping Guide on the Farseer and not going doom? What is best in this case? Number of shots=more shots that possibly wound? Or Less shots=more chances of actually wounding with weapons/close combat?

Someone suggested upgrading the weapons on the single warwalker but...The moment anyone sees a warwalker with brightlances on it all by its lonesome, its gonna die!
PostPosted: Sun Jan 10, 2010 12:52 am


well, that reduces penetration hit chances of killing your vehicle form 1/3 to 1/9, huge benefit imho - 33% vs 11%
doom doesnt work versus vehicles, so it is a consideration versus vehicles heavy opponent
as for warwalker I see them with two scatterlasers usually for obscene amounts of dakka... and always in squadrons of 3 for maximalization of firepower.

Van Evok

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DarkElf27
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PostPosted: Mon Jan 11, 2010 3:14 pm


Van Evok
well, that reduces penetration hit chances of killing your vehicle form 1/3 to 1/9, huge benefit imho - 33% vs 11%
doom doesnt work versus vehicles, so it is a consideration versus vehicles heavy opponent
as for warwalker I see them with two scatterlasers usually for obscene amounts of dakka... and always in squadrons of 3 for maximalization of firepower.
Spirit Stones don't affect killing shots at all, just stunned versus shaken.

I honestly don't use Farseers that much. Doom may be better, because Dire Avengers tend to be pretty accurate anyway. You're absolutely right on kitted Warwalkers being fire magnets, when Shuriken Cannons can be so effective for such a low points cost.
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