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Post a Comment On: Fawcett Avenue Conscripts

"Eldar Tactics - critique and some GT thoughts"

4 Comments -

1 – 4 of 4
Blogger Muskie said...

Hope the official North America GT in Las Vegas is at 1500 points, otherwise it'll be 'Ard Boyz style with a tonne of figs crammed in on a six by four table.

The way things seem to be going down South from what I gather is "Leaf Blower" Imperial Guard ie lots of shots and lots of Chimera chasis stuff or you get Space Wolves or Blood Angels designed to run right up and smash you.

A few other builds that always get taken seem to be Vulcan lists and Battle Wagon heavy ork armies so like five or so of them.

Smaller points games limit the number of Deathstar units people can bring and also makes them consider more strongly how many Troop choices they will bring. A lot of tournament lists seem to have minimum troops counting on just blowing the enemy away or hitting them so hard, one or two quarters or objectives is enough to win.

So I don't know much about optimizing your list but practicing against these armies is what I'd do since there is a group of you. Find someone who can proxy lists from the net, but I think they like 2000 or even 2250 or 2500 in their tournaments. Whoever gets first turn or lucky on their reserve rolls wins.

Hooray!

I read some tournament summary and every single army he played was Space Marines or Imperial Guard. It is way, way, way over 50%.

Good luck!

August 20, 2010 at 1:02 AM

Blogger MFraser said...

You operate a fairly high level of 40k gaming. I'm not sure what advice one could offer. What scenarios do they offer at Las Vegas?

August 20, 2010 at 8:11 PM

Blogger DaveV said...

At the moment, I am unsure of what the Las Vegas scenarios will be. However, the U.K. "Throne of Skulls" rules pack has been available for a little while now:
http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1240205a_ToS_Rules_Pack.pdf

So, potentially just the basic scenarios from the main rulebook.

***

This Eldar army has good capability for the two objective-based scenarios ("Seize Ground" and "Capture & Control") - even with only two Troops units. You only need to have one more objective than the other guy, so maneuvering, controlling one objective and contesting the rest is the order of the day.

In "Annihilation" games, the goal would be to button up, get some soft kills early, and then play keep away for the rest of the game.

The army has:
- Great mobility
- Resilient tanks
- A way to manipulate reserves (Autarch)
- Lots of Strength 6 firepower (good against infantry, Monstrous Creatures and light vehicles)
- 11 Melta guns (short range, but good against heavy infantry, MCs, and heavy tanks)
- a way to channel enemy movement (Night Spinner)

What the army lacks:
- Scouts (to make pre-game moves)
- Infiltrators (to hinder/prevent enemy Scouting moves)
- Significant long-range anti-tank capability
- Significant close combat capability
- Numbers (losses are really felt)

Reserving the entire army allows me to respond strongly to enemy deployment, especially if I'm going second. However, it means that I give up the initiative for the first two turns. It also means that the Farseer's psychic powers are unusable until at least Turn 3.

August 23, 2010 at 11:03 AM

Blogger Dallas said...

Try to roll as many "6"s as you can...?

Except when testing Leadership, of course. Then roll low.

Follow that advice and you should be good to go!

Seriously, though, I doubt that there are many folks who would be qualified to give you advice on how to run Eldar... you've been doing it fairly successfully for 20+ years. Beat the pants off all of us, anyway.

August 27, 2010 at 12:37 AM

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