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Craftworld: Merothir 1750 (Tournament)

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Craftworld: Merothir 1750 (Tournament)

Postby MarksmanCypher » Fri Nov 17, 2006 7:05 am

This is a 1,750 point Eldar list to be used for a Tournament. This tournament is known as the "Cancon Cheese Fest" - that is, 1750 points with no marks for Painting, Sportsmanship or Composition. Don't get me wrong, I'm a good sportsman - just my Painting isn't that good and my Army Composition doesn't adhere to the rules.

So, without further delay...

Autarch Duisternis Nightfear - 113 points
Plasma Grenades; Haywire Grenades; Shuriken Pistol; Forceshield; Swooping hawk Wings; Banshee Mask; Power Weapon; Fusion Gun

Farseer Elerien Rätsen and Warlock Retinue - 340 points
Farseer w/ Witchblade; Shuriken Pistol; Doom; Spirit Stones; Eldritch Storm; Ghosthelm; Runes of Witnessing; Runes of Warding; Eldar Jetbike
3 Warlocks w/ Jetbikes; Withblade; Shuriken Pistol
1 x Enhance
1 x Embolden
1 x Destructor

Fire Dragon Unit – 113 points
6 Fire Dragons
Exarch Draak w/ Dragon’s Breath Flamer; Crack Shot; Meltabombs
5 x Fire Dragons w/ Fusion Guns; Meltabombs

Howling Banshees Unit – 128 points
6 Howling Banshees
Exarch Karaa w/ Executioner; Shuriken Pistol; Banshee Mask; Acrobatic; Warshout
5 x Howling Banshees w/ Power Weapon; Shuriken Pistol; Banshee Mask

Dire Avengers Unit – 152 points
10 Dire Avengers
Exarch Voor het Eind w/ 2 x Avenger Shuriken Catapults; Bladestorm
9 x Dire Avengers w/ Avenger Shuriken Catapult

Guardian Unit Squad Blue – 125 points
10 Guardians w/ Shuriken Catapults
Scatter Laser Platform
Warlock w/ Embolden; Witchblade; Shuriken Pistol

Guardian Unit Squad Purple – 115 points
10 Guardians w/ Shuriken Catapults
Shuriken Cannon Platform
Warlock w/ Embolden; Witchblade; Shuriken Pistol

Pathfinders Squad – 144 points
6 pathfinders w/ Ranger Long Rifle; Shuriken Pistol

Swooping Hawks Unit – 173 points
6 Swooping Hawks
Exarch Havik w/ Swooping Hawk Wings; Swooping Hawk grenade Pack; Plasma Grenades; Haywire Grenades; Sunrifle; Skyleap; Intercept
5 x Swooping Hawks w/ Swooping Hawk Wings; Swooping Hawk grenade Pack; Plasma Grenades; Haywire Grenades; Lasblaster

Falcon Faile – 195 points
2 x Shuriken Catapults; Pulse Laser; Holofield; Spirit Stones; Vectored Engines

Support Weapon Battery – 150 points
3 Vibro Cannons


My army is based on the "Nuisance Factor" - that one unit that runs around and is in general a pain to you, despite its lack of "awesomeness". I have several of these nuisance factors.

My Autarch and the Swooping Hawks can take out Tanks with the Fusion Gun and Intercept with Haywire Grenades, as well as light infantry with 4 Power Weapon attacks and Lasblasters. They can also Skyleap and continuously drop their grenade pack on things such as Guardians, Eldar Warriors, and Tyranids (and all other kinds of things!). They Autarch has one HUGE advantage - +1 to my reserves rolls.

The Farseer and Warlocks provide another nuisance factor - they can fly around, casting Doom and Eldritch Storm, spinning vehicles around to face where they didn't want to face, and Dooming units that the Swooping Hawks are going to lasblast. Having that many witchblades in one unit can't hurt, especially against things such as Wraithlords. Or, they could fly around behind the Guardians and Doom other units that the Guardians can shoot, before whipping out in turn 6 to hold objectives. Having a 3+ save with a 4+ invulnerable will do quite well, too, methinks.

Next are the Fire Dragons - they're for taking out Hammerheads, Fire Warriors, Scouts, Aspect Warriors, and anything else that the DBF or Fusion Guns will work against. They will start games inside the Falcon which can transport them up the field quickly, and with Vectored Engines they won't be destroyed if the Falcon is immobilised.

Alternatively, the Banshees can start inside the Falcon. This all depends on who I am up against - if I play, say, Deathwing, or any army without a Vehicle, then the Banshees start inside the Falcon and go unit hunting, with the Farseer and Warlocks to Doom the unit before the power weapons tear through them. If they Fire Dragons take precdence over the Falcon, the Banshees can sit behind the Guardians and come out as a counter assault unit, or intercept enemies who try to get too close.

The Dire Avengers are my medium-ranged defensive unit, who can sit and fire off a whole lot of shots before the enemy gets too close, softening them for the final blow. They have Bladestorm which can be activated at just the right time to enable the Avengers to cut down a unit to a very weak state before the Guardians deliver the hammer blow and take them down to nothing.

The Guardians are my last line of defence. Though they will have Banshees and Dire Avengers at their side, they are there to hold their position (hence Embolden) and bring enemy units down. With the Warlock in there they can handle bigger stuff such as Dreadnoughts with Mutated Hull if they need to, and help the Dire Avengers if they find themselves in dangerous situations.

The 6 Pathfinders are another nuisance factor, with the Sniper Rifles they can target Hive Tyrants, Carnifii, Wraithlords, Talos etc and try bring them down before things get ugly. At 144 points, and infiltrating, its not big loss if they die - but being able to pin units down with their Sniper Rifles will help.

The Falcon Faile has the Shuriken Cannons and the Pulse Laser to take out Infantry and light-medium tanks. It has the upgrades to make it survivable enough to get the Fire Dragons or Howling Banshees - or both! - to the enemy. Their survivability makes thema nuisance - I've had a falcon run around the table for 8 turns (Random Game Length) and not be destroyed!

The Support Weapon is my last nuisance factor. Glancing vehicles, pinning units, and not needing line of sight - lots of fun here.

One thing you'll notice about this is my lack of willingness to rush forward into combat, rather I'm going to try and run circles around my opponents. The Swooping Hawks can land and jump, land and jump... The Bikers can run around like mad, and the other units can land lots of shots on the opponent.

What do you guys think? How will this fare against, say, Deathwing? What about Orks, or Tyranids? How about "Generic" marines? Give me your opinion on how it would fare against YOUR army/armies.
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Re: Craftworld: Merothir 1750 (Tournament)

Postby LordMalekTheRedKnight » Fri Nov 17, 2006 3:43 pm

MarksmanCypher wrote:Autarch Duisternis Nightfear - 113 points
Plasma Grenades; Haywire Grenades; Shuriken Pistol; Forceshield; Swooping hawk Wings; Banshee Mask; Power Weapon; Fusion Gun


i wont rate the whole list as i have very little experience of Aspect Warriors (i only use Reapers, and did use Hawks as a Delivery System), and i have no Tourney experience to speak of.

just wanted to mention the Autarch:
1) have you checked event houserules incase they forbid breaking the generally accepted 2 weapon limits?
2) im planning on fielding the same model, except without Fusion Gun. ive decided to use a Mandihat instead of the Banshee Mask - afterall he has high Init and Plasma Grenades, and with S3 he's going to need all the Attacks he can get.

hope that helps :)

~ Tim
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Postby MarksmanCypher » Sat Nov 18, 2006 7:56 am

Tim - look in the Rulebook. NOWHERE does it say that you can only have 2 weapons.

Look in all the relevant codexes, (CSM, SM, IG, WH, DH etc) and it details that you may have two weapons.

It is a codex rule, not a rule "in general". Otherwise it could be argued for Tau Crisis suits etc. And it doesn't say "replace his shuriken pistol with". Similar to Bikes - where does it say that a regular Space Marine doesn't get +1 attack for two hand weapons? It only mentions it in the Chaos Codex, for Chaos Bikes.

We had this debate in my store the other day and that was the conclusion - he does, indeed, have 3 weapons, and does get the +1 for two hand weapons.
Tzeentch Thousand Sons - W3 D0 L2
Slaanesh Emperor's Children - W6 D0 L0
Eldar Craftworld: Merothir - Under Construction
Nurgle Death Guard - Pre-construction
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Postby LordMalekTheRedKnight » Sat Nov 18, 2006 9:05 am

MarksmanCypher wrote:Tim - look in the Rulebook. NOWHERE does it say that you can only have 2 weapons.

Look in all the relevant codexes, (CSM, SM, IG, WH, DH etc) and it details that you may have two weapons.

It is a codex rule, not a rule "in general". Otherwise it could be argued for Tau Crisis suits etc. And it doesn't say "replace his shuriken pistol with".

oh i know the RaW support him having 3 - but opinion is still divided. thats why i said:

1) have you checked event houserules incase they forbid breaking the generally accepted 2 weapon limits?

notice i said "houserules" (changes to the RaW), as opposed to "clarifications" (explainations of the RaW). :wink:
i didnt say it was a general rule either, just that it was generally accepted that there is supposed to be a limit on weapons carried.

The RaW allow all sorts of things, like SM Chaplains with 3 weapons and SM Company Champions with 5(!), whilst Commanders can only have 2. C:SM even allows Marines w/Heavy Weapons to keep their Bolters - but C:BT (which came out later) doesnt. when GW FAQ'd IG Heavy Weapon Teams in WD they stated that 1 of the Guardsmen had to lose his Lasgun when taking the Heavy Weapon - despite there being no actual rule saying so in the Codex (the weapon limits apply only to the "charcters", and the Weapon Team options do not say "replace"). so IMO its reasonable to assume that unless the model is special (i.e. Tech Marines with Servo-weapons, Tau Suits, Vehicles etc) it should be bound by the weapon limits (2 weapons total, up to 1 two-handed). i feel that the Autarch having 3 weapons was a mistake in the rules, that they were supposed to be limited to 2, and that it will be (eventually) FAQ'd/corrected - and im not the only person who thinks so.

and thats why i think its sensible to check the event Houserules before entering - it would be a shame to be disqualified over something that could have been so easily avoided.

~ Tim
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