My Eldar

Well with Councils going downhill and chair126 sparking me to post what I’d been working on in relation to Mech Eldar I’ve got two armies to post here. One is my not so optimised council list and the other is the new Mech list which I’ll need to get some more models for.

Council List:
HQ –
Farseer w/Runes of Warding, Spirit Stones, Jetbike, Fortune, Doom and Mind War

Warlocks x7 w/Jetbikes, 4x Destructor, Embolden, Enhance

Autarch w/Laser Lance, Jetbike, Mandiblasters

Elites –
Fire Dragons x5
Wave Serpent w/TL’d Shuriken Cannon, Shuriken cannon, Spirit stones

Fire Dragons x5
Wave Serpent w/TL’d Shuriken Cannon, Shuriken cannon, Spirit stones

Trrops –
Dire Avengers x5

Dire Avengers x5
Wave Serpent w/TL’d Bright Lances, Shuriken Cannon

Dire Avengers x5
Wave Serpent w/TL’d Bright Lances, Shuriken Cannon

Heavy Support –
Fire Prism w/Shuriken Cannon

Fire Prism w/Shuriken Cannon

Falcon w/Scatter Laser, Shuriken Cannon, Holo-fields, Spirit Stones

Totals: 2000 pts
25 infantry
9 jetbikes
7 tanks

This isn’t anything stellar by Eldar standards but it’s one of the better lists I think possible with an Autarch on bike (when the Eldar first came out I had to make a conversion for it and I like it ^^). It’s decently competitive but you’ll find more often than not people will bitch and moan about the council *tear*. With more and more anti-psy cropping up though it’s a pretty weak lynchpin.

Mech Spam List:

HQ –
Eldrad

Elites –
Fire Dragons x5
Serpent w/TL Shuriken Cannons, Shuriken Cannon, Spirit Stones

Fire Dragons x5
Serpent w/TL Shuriken Cannons, Shuriken Cannon, Spirit Stones

Fire Dragons x5
Serpent w/TL Shuriken Cannons, Shuriken Cannon

Troops –
Dire Avengers x5
Serpent w/TL Bright Lance, Shuriken Cannon

Dire Avengers x5
Serpent w/TL Bright Lance, Shuriken Cannon

Storm Guardians x10 w/2 flamers
Serpent w/TL EML, Shuriken Cannon

Dire Avengers x5

Fast Attack –
Vyper w/Shuriken Cannon, Scatter Laser

Heavy Support –
Fire Prism w/Shuriken Cannon

Fire Prism w/Shuriken Cannon

Falcon w/Scatter Laser, Shuriken Cannon, Holo-fields, Spirit Stones

Total: 1997 pts
Tanks: 10
Infantry: 41

Now this is the list I’ve been playing around with lately and posted up in response to chair126’s request. I think the Eldar AV12 across the board is a lot scarier than a Council to most armies. The mass of S6 firepower and melta drop-offs + Double Fortune early on are pretty impressive, too. There are some variations on this list so I might change it up as I play with it but this should be my core as it stands.

Update 5/4/2011: I was just reminded of this page and noticed a lone Vyper in a 2k list ew. The vyper should be dropped for an Autarch really though you could also upgrade the DAVU to Storm Guardians with Warlocks as well.

My Space Marines

I’m still playing with options for this list to fine tune it to 2k (Speeders or more Tacs?) but for the moment here is the 1750 version which is very likely to be taken to Centurion atm…

Mech:

HQ –
Libarian w/Null Zone & Avenger

Elites –
Dreadnought w/2x TL-autocannons

Dreadnought w/2x TL-autocannons

Dreadnought w/2x TL-autocannons

Troops –
10x Tacticals w/flamer, MM, Rhino

10x Tacticals w/flamer, MM, Rhino

5x Tacticals w/Razorback w/Lascannon and twin-linked plasma gun

5x Tacticals w/Razorback w/Lascannon and twin-linked plasma gun

Fast Attack –
2x Land Speeder w/MM, HF

2x Land Speeder w/MM, HF
Heavy Support –
Predator w/heavy bolter sponsons
Predator w/heavy bolter sponsons

Predator w/heavy bolter sponsons
Totals: 1750 points
Infantry: 31
Tanks: 14

My Tyranids

We can thank GWvsJohn for the inspiration on this one. I’ve had Tyranids since 3rd edition and when their new codex came out in 3rd/4th and now 5th I was always tempted to really start playing them rather than get the smattering of models that I had. This codex changed that with a list I enjoy, is different from what I normally run and is competitive. I’ll run through a few lists over the coming months to figure out alternatives to the Swarmlord but for the moment, this is mylist.

Swamlord:
HQ –
Swarmlord
2x Tyrant Guards w/Lashwhips

Elites –
2x Hive Guard

2x Hive Guard

2x Hive Guard

Troops –
5x Warriors w/Boneswords, Toxin sacs, Adrenal Glands, Venom Cannon

Tervigon w/Catalyst, Adrenal Glands, Toxin Sacs, cluster spine

Tervigon w/Catalyst, Adrenal Glands, Toxin Sacs, cluster spine

11x Termaguants

10x Termaguants

Heavy Support –
Tyrannofex w/Rupture Cannon, Electroshock grubs, Cluster spine

Tyrannofex w/Rupture Cannon, Electroshock grubs, Cluster spine

Totals: 2000 pts
5 MCs
34 infantry

Tyranid Prime Variant:
HQ –
Tyranid Prime w/Adrenal Glands, Bonesword, Lash Whip

Elites –
3x Hive Guard

3x Hive Guard

2x Hive Guard

Troops –
5x Warriors w/Boneswords, Toxin sacs, Adrenal Glands, Venom Cannon

Tervigon w/Catalyst, Adrenal Glands, Toxin Sacs, cluster spine

Tervigon w/Catalyst, Adrenal Glands, Toxin Sacs, cluster spine

10x Termaguants

10x Termaguants

Fast Attack –
3x Raveners w/Rending Claws

3x Raveners w/Rending Claws

Heavy Support –
Tyrannofex w/Rupture Cannon, Electroshock grubs, Cluster spine

Tyrannofex w/Rupture Cannon, Electroshock grubs, Cluster spine

Totals: 2000 pts
4 MCs
36 infantry
6 beasts

My Space Wolves

My Hybrid Mech for SW is an attempt at a midway point between my SM mech and SW Calvary so I can actually play with some TWC inbetween getting all those damn puppies. It’s essentially a shooty army with TWC and GH can act as support in combat. Added the 3rd LF pack but could take another min-sized GH squad to hide the RP in. The Calvary list is all about being in your face quickly where you can get overwhelmed by attacks and THs.

Hybrid Mech:

HQ –

RP w/Saga of the Beastslayer, Living Lightning, Tempest, Chooser of the Slain

Elites –
Dreadnought w/2x TL-autocannon

Dreadnought w/2x TL-autocannon

Dreadnought w/2x TL-autocannon

Troops –
10x Grey Hunters w/2 meltaguns, Mark of the Wulfen, Power Weapon, Rhino

10x Grey Hunters w/2 meltaguns, Mark of the Wulfen, Power Weapon, Rhino

5x Imperial Storm Troopers w/2 meltaguns

5x Imperial Storm Troopers w/2 meltaguns

Fast Attack –
3x Tunderwolf Calvary w/Thunder Hammer, meltabombs

3x Tunderwolf Calvary w/Thunder Hammer, meltabombs

3x Tunderwolf Calvary w/Thunder Hammer, meltabombs

Heavy Support –
5x Long Fangs w/4 missile launchers, Rhino

5x Long Fangs w/4 missile launchers, Rhino

4x Long Fangs w/3 missile launchers

Calvary:

HQ –
Canis Wolfborn

Rune Priest w/Saga of the Beastslayer, Chooser of the Slain, Living Lightning, Jaws of the World Wolf

Elites –
5x Wolf Guard w/Drop Pod
1 w/Terminator Armor, Cyclone Missile Launcher
1 w/Mark of the Wulfen, combi-melta

Iron Priest w/Thunderwolf Mount, Wolf Tooth Necklace, 4x cyberwolfs

Iron Priest w/Thunderwolf Mount, Wolf Tooth Necklace, 4x cyberwolfs

Troops –
10x Grey Hunters w/2meltaguns, Mark of the Wulfen, Drop Pod

9x Grey Hunters w/meltagun, Mark of the Wulfen, Power Weapon, Drop Pod

13x Fenrisian Wolves

13x Fenrisian Wolves

Fast Attack –
3x Thunderwolf Calvary w/Thunder Hammer, meltabomb

3x Thunderwolf Calvary w/Thunder Hammer, meltabomb

3x Thunderwolf Calvary w/Thunder Hammer, meltabomb

Total: 1997 pts
46 beasts
25 infantry
3 pods

My Blood Angels

Will be posting a potential JP list later if I can find a viable one I like and isn’t too expensive to create. As it stands the Mech list is a variation of my SM Mech that plays differently but isn’t the best BA can put out I believe. List I’ve posted here has one less ASM squad in favor of a Sang Priest and more melta.

Update 27/07/10: I’ve scrapped the Mech-style BA list for the moment. I was trying to make it very similar to my SM Mech so I could just swap around when I wanted a different play-style. I knew it wasn’t going to  be top-notch competitive but it was really all over the place.

Update 12/08/10: Currently running with five Blood Angel lists: Blood Rodeo, Jumpers, Blood Hammer, Nipple Hammer & Bloodwing. All have their seperate pages which can be clicked and I am currently working on putting all my Marine variant lists together. A lot of magnets required! Because I’m rolling Sanguinary Guard now in some lists VV will most likely use Death Company bits (though obviously all the BA symbols will be shaved off. Not sure if I’ll greenstuff on Ice Claw iconography or just mesh it into the armor around it yet).

Army Lists:

Space Wolf FAQ

Another goodjob by GW but their ruling on Wolf Lord w/TWM as Base S/T5 is insane. That is going to be one tough army to crack. Same with JotWW and sniping. Shame they don’t have some models for TWM!

My world died a little with that update ^^.

A full pdf for the FAQ can be found on Games Workshop’s website.

Tactical Squads

Every couple of months it seems the Warseer community has ragged on Tactical squads. They’re at it again led by CKO. Here are some links. One. Two. And three.

Let’s just get this out of the way. The poll in link 3 is retarded. Is something bad or misused? I see them being misused all the time but that doesn’t make it bad or a misused squad. Vespid are bad, tacs are not. l2makeapoll.

So how do people misuse tacs? Firstly they ignore their resiliency. Not much has an easy time of pushing 10 T4/3+ save bodies off an objective, especially in cover and they aren’t relatively expensive. Then they pay out the wazoo for upgrades. PFists (on a shooting unit), Plasma guns and cannons, Lascannons, etc. Don’t need it. You get a free heavy weapon and a free flamer. The only upgrade you can make an argument for is the meltagun and a Razorback depending how you are running your army.

Now the flamer/MM/rhino Tac squad is pure midfield fire support. You generally move it T1 into midfield to own an objective and get good firing position and then let rip with a heavy weapon every turn! Yahoo. This is what people are griping about again on Warseer. News flash, if that’s all it needs to do all game consistently across games, your opponent sucks. Your tacs are going to be forced out at some point or forced to advance, etc. etc. And bolters aren’t great but 17 bolt shots and a template is nothing to be waved away.

Now again what is the Tac squads role in an SM army? Provide more fire support, bodies, another tank chasis, control midfield w/bolters & flamer backed up by a heavy weapon and hold objectives. They do everything that could be asked of them. You want a super killy troop? Bugger off and go play some crap army like Nob Bikers. Tac squads are NOT offensive powerhouses. The fluff may say they are but they are not. Tired I am of having to hear about people sinking 1000 pts into 4 tac squads w/lascannons, plasma guns, meltaguns, RBacks, etc. They are midfield support who hold objectives and keep your opponent honest who hasn’t fielded any torrent units. There is a helluva lot more killy crap in the Marine codex. You get your core of 2-3 Tacs depending on game size and then build around them (unless you are running RBack spam or Bikes).

From the 2nd link CKO is proposing a ML/flamer/combi-flamer and combat squading:

“Think about it, you know you have two flamers so you move the rhino with its two flamers near the chimera, you use one of your attack bike with multi-melta or land speeder with multi-melta to kill the chimera then flame the vet squad inside, they only have a rear access point so you know where they will be. You most likely dont need both because a flamer will most likely get all of them combine that with 4 bolter guns and thats bye bye chimelta unit. “

Really? You can flame units once you pop transports? And a standard flamer/MM/Rhino tac squad can’t do that how? Furthermore CKO is complaining people “park Rhinos on objectives” which I covered above but again, wtf else are they supposed to do? Charge the enemy head on? And who’s going to hold your objectives then? Yes moving forward and parking on objectives and then just sitting there isn’t intelligent but if your opponent allows that to happen, then fine. Your Tacs are safe in their Rhino and scoring to boot. Throwing your tacticals in your opponent’s face is even more stupid and 5 marines are not hard to deal with (assuming combat squadded).

From GWvsJohn in 2nd link:

It’s a fantastic TROOPS choice, especially in the context of the SM army list. You need Tacs to take objectives, that’s it. Everything else is bonus.

Perfectly said.

Here’s another example of what CKO said from link 1:

10 man Tactical Squad Multi-melta, Meltagun, serg combi-meltagun Drop Pod

You drop pod the unit in near some transports, use combat squads to seperate them, aim one meltagun at one transport aim the combi-meltagun at another transport, you have the potential to take down two transports easily, but these are meltaguns you have the potential to take down two vehicles period, easily especially if you factor in Vulkan.

The best part is the unit must be dealt with because who wants a twin-linked multi-melta in your deployment zone or a twin-linked meltagun roaming about, if you take another one of these units you can target 4 vehicles!

Um. Who let’s people get in melta range on a Deep Strike these days? Particularly since you have no flamer so any infantry I use to push your Deep Strike back are quite safe. Someone later mentioned a dropping Dread but CKO replied they are far to easy to get rid of or shake/stun, etc. due to your opponent’s melta. Newsflash, so are 10 tacs. They suck in combat no matter how much you want to wish otherwise.

Sigh. I just don’t get why the Warseer community needs to rehash this every other month. Even if they were bad. SHUT UP. If you really hate on them that much, go play Space Wolves with Grey Hunters in the mix instead and see how much losing that heavy weapon hurts. I’m using SW in place of my SM for this tournament because of the silly comp rules and for a better psychic platform but seriously stop complaining. The tac squad fits so well into a Mech Spam army and Warseer complains about it all the time. Again.

From GWvsJohn in 2nd link:

It’s a fantastic TROOPS choice, especially in the context of the SM army list. You need Tacs to take objectives, that’s it. Everything else is bonus.

Why Mech > foot

Ever since 5th came out a lot of people have been raging against the Mech paradigm and saying it’s not “that good.” First let’s look at the changes from 4th to 5th in vehicles.

1) glancing cannot wreck a tank
2) pens only wreck 1/3 of the time
3) no more entanglement
4) less restrictive forced disembarkation rules

These combine to make AP1 weapons (rare) and rate of fire weapons more significant. Alongside the ever decreasing tank cost in newer books and armies need to be able to neutralise Mech whilst still running effective Mech themselves. Now Mech spam is not always the way, Hybrid can quite often be better (see IG and Tau with bubblewrap units) but very few lists can pull off foot and survive such as Tyranids (new ones), Vanilla Bikers, BA Jumpers and Space Wolves. Why? Because these books can produce lists that are in your face quickly (calvary, bikers or reliable and efficient deepstrike, etc.) and still have the ability to completely deal with your mech or neutralise it until they get there (RBack spam, LFs, HKs, mass blasts and high rate of fire, good fire suppresion, fast melta, etc.).

But why then does Mech or Hybrid trump foot so badly? Can’t foot get more guns since they are not paying for Tanks or transports? Yes they can but because transports are so cheap the lose in firepower for Mech is generally minimal and being meched up compared to on foot has a twofold reaction.

1) The foot player is shooting at tanks first and needs to pop them before he can shoot at the infantry
2) The mech player is shooting at infantry from T1

Mech is simply an extra layer of protection which can be further protected by bubblewrap units which force your opponent further away and negates alpha striking. So not only does the Mech player have an extra layer of protection and thus an extra turn of surviving but Mech generally gets to dictate the fight. I’m sure many of you have had games against Eldar or Dark Eldar where it is very hard to get to grips with them as they are so fast. It’s the same if your opponent is on foot and you’re mounted. This is again why certain foot armies can deal with mech. They have the speed to keep up with mech if their fire suppression falls away.

My recent game against Orks with my Mech Wolves is an example. I was able to dictate when I charged and was quite often able to drag his units into combat very slowly and thus only have to deal with 5-10 orks attacking me at once. Also by the time he reached my lines because I had removed his most effective anti-tank, he hadn’t busted me open and thus I was able to hop out whenever and wherever I wanted.

Mech isn’t going anywhere and people who say foot or horde armies can consistently beat Mech are delusional. Foot is just too static and has to deal so much more damage to a Mech army in a mobile and defensive enviornment that they just can’t cope (barring the aforemented armies). Whilst mech is expensive and can be annoying in KP missions (I’ve only lost one KP mission that I should of won because of KPs; generally if you should win a game you’re still going to win it through KP even if you are Meched up and the other guy isn’t) it’s an exciting and competitive army style.

Edit: with new armies out there are more armies that are competitive without using mech. See my Armies in 5th articles or this one here.

SW trial game

This is a really quick bat rep as I didn’t take pics. Was against a friend who hasn’t played ina while so I was helping him quite a bit. He was using an ork horde (I know not competitive but I wanted to check I could handle horde) using this list w/3 HKs on the Troop Rhinos. My friend had 3 large boyz squads w/3 rokkits each and a PK nob, 4 kans w/grotzookas, a KFF Big Mek a Dread, a Trukk w/11 boyz and a PK nob, 3 koptas w/TL rokkits.

DoW setup with capture and control. Large forest in the middle where the Ork player won and put two large boy units w/BigMek around and his objective. I didn’t deploy on the table so he moved straight up and boosted his kopters and trukk as far as possible. Everything else ran. In the far right corner was a large set of ruins where I deployed my objective and most of my forces interlacing for cover saves. My 5 man GH squad w/RP sat on the objective (it immobed as well…). I shot most of my force @ one boy squad and managed to kill 7 orks (oh my).

His 2nd turn saw him move the kopters and Trukk into the woods and open fire on my speeders with all of his rokkits felling one. I expanded my hold on the ruins, fired hurriance at the damaged ork squad to slow it up and damage it, destroyed the trukk and took down all of his kopters. This nullified all of his movement which could match mine and took down a lot of his anti-tank. I was able to drop a flame template on the Trukk orks but can’t roll 3+ and only killed 5 (hit 11).

His turn saw more moving up and only 1 ork squad shot as he waaghed. He hadn’t taken anything out of transports and thus thudded against my armor. He was able to shake a Speeder, wrecked a Pred and stun the other one (good rolling!). In my ensuing turn I eliminated the remaining Trukk orks (they accounted for the Pred) and tangled up the whittled down squad with my 5 man GH squad (the IST jumped into the objective Rhino). The combat ensued after poor rolling from both sides. I kept moving my Rhinos around to keep my defenses intact and shot most of my anti-tank at the kans/dread and only shook them + killed one kan.

His turn 4 was again fairly quiet as he moved up more Orks but couldn’t shoot much. His kans and Dread were now fairly close to my lines and needed to be dealth with. I unloaded a full squad of GH and using my Rhino + his spaced out Orks was able to drag a few into combat and failed to do much damage. This combat would ensue for a while as I whittled down his numbers and his other guys ran to get into combat (took 3 pile ins for his Nob to make it in). My meltas pinged off the dread thanks to KFF but I immobed a kan and shook the others.

His T5 saw him attempt to move his final boy squad back towards his objective but rolled snake eyes. This squad enacted revenge by downing a speeder and shaking the other one. His Dread assaulted one of my Dreads and niether did any damage. His first boy squad finally wiped out my 5 man GH and left them wide open in my lines. My T5 saw me eliminate both boy squads near my lines in combat, speed my speeder to his objective and set up my Rhinos to move towards his objective if the game went on. My dreads shot at the kans again shaking them. The Dread combat continued with no significant damage inflicted.

The game went on and it looked close until he rolled snake eyes again for his Ork boys. This left them outside of the objective’s bubble. However they took down the Speeder contesting it if it went to T7. One of his Kans was finally able to shoot and took down 4 GHs who passed their test. My Dread immobed his (wow) for a stunned in return. There was no chance at this point that he could take my objective so I moved everything forward to try and force a contest on his if it went to T7. My dread rolled snake eyes for his DT (woops), and both my mobile rhinos immobed themsevles as well (woops). Nothing much else happened as it all depended on whether T7 happened or not now.

Luckily T7 didn’t happen and it was a win for the SW. I will talk more about why Mech > foot here.

Tyranid Preview

I’m sure most of you have got an inkling of what’s coming with the new Tyranid codex through rumors or leaked copies so these are just my thoughts on what’s coming before I get my hands on my own copy.

Firstly, I agree with the YTTH stance that Tyranids are going to chomp down on foot lists. Whilst their ranged anti-mech is more about inflicting damage than destroying, the extra layer of protection is going to keep you alive and allow you to get away and re-deploy. Add in the fact the best Tyranid guns are blast or have good rate of fire and your foot armies are folding rapidly (if you still haven‘t figured that out yet).

If you haven’t already caught on to the fact that psychic powers are back (I’ve been saying this to Vince since the SM book :P), it’s time to get some psychic defense. Some armies can’t but if you have the option you really should be looking into it. This link here should give you some help in regards to that. None of the Tyranid powers are over the top but some abilities like mental scream and nerve shock can significantly impact some armies and Warp Lance is the Tyranid’s new best means of heavy anti-tank. Tyranid psychic defense is pretty good with Shadow in the Warp taking a hit but being more common. Add in the Deathleaper and the Tyranid player can be relatively happy with their psychic defense.

Most of the ‘special’ creatures I don’t see being used too often. Either too pricey or simply don’t do anything worthy of their cost. The Deathleaper I can see being very common for the -D3 to Ld and I can see some players trying to utilise the Doom but it is simply too weak and vulnerable to ID. The increased cost to the MC is well worth it and you can still field an impressive number of T6+ bodies (many of them with W6) and actually field a balanced force and still overwhelm your opponent with little gribblies. Some of the new units like the Pyrovore, Venomthrope and Ymgarl Genestealers leave something to be desired but with the inclusion of Tervigon, Trygon, Harpy, Mawloc, Hive Guard and making Warriors and Guants better across the board is a giant leap forward for the new Tyranids.

I think the biggest and most important changes to the Tyranid codex have been the Tervigon, increased mobility (through reserves such as spores and tunnels) and an improved ability to handle mech. The Tervigon enables excellent Troop based abilities (being able to be one itself and increase the effectiveness of Termaguants) and the increased mobility allows the Tyranids to get in your face quickly and potentially keep up with mech (also allowing side shots, etc. etc.). The one area I am disappointed in is Fast Attack. Whilst decent choices in the Harpy and Raveners I think again the flexibility isn’t as impressive as the rest of the codex.

I’ll look at the codex more in-depth when I can get my hands on one but I think the wait will have been well worth it!

Happy New Year all.

Kirby.