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PostPosted: Tue Jul 02, 2013 10:35 pm 
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Well I know a couple of you build lists based on something so here is a small review on the basis of a balanced list to make a fun game.
This is a basic for any list however we will cover with what eldar units we can.

Competitive lists comes out of the basic, you just need to learn how to use the units you have.

The eldar like every 1 know, are an army based on specialized units to deal with certaint threats, they excel at those roles to lack on a general standart which can be hard to play with them if you dunno what your doing.

What I normally recommend for any eldar beginner.
of 100% of an army you need to divide the following

HQ
CORE
Specialists
Support

The HQ its what makes the head of the army, normally I dont recommend over 10/15% max of your army on them, they are important but a single model on his own in general wont make you win games.

The Core.
Every army includes this for sure, its mandatory on a minimum standart but you need to make sure that minimum got an extra backup in case something goes wrong, eldar troop choice are not resistance by nature unlike other races like space marines or orks, so every life that dies not completing their purpose might hurt on your game later.
Normally I take 30 to 35% of my army on this selection, making sure got well rounded in all aspect and unlike specialist units, they should be made to a variety of task in case the supporting units fail their role.

Specialist

Heres an important section of your army, its this section that defines the standartization of your army and how you give a role on the way you play, depending on what units you call upon you need to make sure those units can do their role and dont make a full house round what watever targets gets on your way. no more than 25% should be taken here

Support

Some people favours more supporting units over specialists, they can give a more suited advantage to the remain of your army and field multi roles of they have to, they are also great distractions in some occasions and hold up your line and threaten your oponent to keep away from you.
In eldar codex this types of units compete alot in the list for the specialists, I wouldnt recommend you taking over 25% of them as well in case you need it.

Keep in mind that some HQ or Troops can actually field a better role for support or even specialists, so carefull on your choosing :P

Resuming you need in max

15% HQ 35% CORE (troops) 25% specialists (elites/fast/heavy) 25% Support (elite/fast/heavy)

I consider HQ:
All characters and HQ avail on the eldar codex obviously

CORE: guardians, dire avengers, windriders, rangers

Specialists: wraithguards/blades; striking scorpions, banshees, harlequins, firedragons, crimson hunters, hemlock jetfighter, hawks, shinning spears, windriders

Support: Falcon, Dark reapers, warp spiders, war walkers, wraithlord, wraithknight, nightspinner, fireprism, vypers, wave serpents, warlocks. rangers

Keeps in mind what you guys like to plan when making up a list :)

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PostPosted: Wed Jul 03, 2013 1:29 am 
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I dont work with %, instead i thry to go with something akin to.
-1 Troops per 500 points.
-Hq

Than i see whats left in points and work in 1 or 2 units that can deal with flying unit (you wont find many AA in the HQ/troops section).

Than i add Transports and other support units/vehicles depending on what role i want them to perform.

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PostPosted: Wed Jul 03, 2013 3:10 am 
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Spacefrisian wrote:
I dont work with %, instead i thry to go with something akin to.
-1 Troops per 500 points.
-Hq

Than i see whats left in points and work in 1 or 2 units that can deal with flying unit (you wont find many AA in the HQ/troops section).

Than i add Transports and other support units/vehicles depending on what role i want them to perform.


hey thats somewhat how I work

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PostPosted: Wed Jul 03, 2013 7:44 am 
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in which if you count those 35% it actually fit the role bettewn each 500pts :P

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PostPosted: Wed Jul 03, 2013 2:13 pm 
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francisco wrote:
in which if you count those 35% it actually fit the role bettewn each 500pts :P


not really, I could have a squad of troops be say 51 points, or I could make a squad of troops up to 650 points (not that I would), but just saying it can be so varied that a percentage doesn't really work

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PostPosted: Wed Jul 03, 2013 2:18 pm 
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I build lists around the core units I love. AKA farseers with war walkers. Everything else is just taking up space. :)

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PostPosted: Wed Jul 03, 2013 7:24 pm 
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i also typically run 1 troop per 500pts, sometimes less if one or more of the troops is particularly big or resilient.
beyond that its just picking what units your want to use to:

bust armor
kill hordes
kill heavy infantry
kill fliers
kill mc's

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PostPosted: Wed Jul 03, 2013 9:36 pm 
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My general core is 2x 20 man guardians with bright lance and 1 shuriken cannon with a farseer with Guide and Prescience. This is a basic core that I might run twice and fill the rest of the points out in Aspects and gimmicks like Illic Nightspear and 10 D-scythe wraithguard. Drop them any where with infiltrate and watch as your opponent cry as their deadliest theart to your army go up in flames. If it is a tank bring fire dragons with Illic.

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PostPosted: Wed Jul 03, 2013 10:34 pm 
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thats a really cheese move and that combined with nightspinner with star engines + holodfields + crystal matrix despite being costy its another torrent flamer adding in to the mess :P

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PostPosted: Thu Jul 04, 2013 9:48 am 
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Lets try some tricks around

Heres a 1750pts with some tricks in it :P

HQ

Illic Nightspear 140

Autarch
- Jetbike, fusion gun, mantle of the laughing god and scorpion chainsword 138

Troops

5 pathfinders 125

10 guardians
- bright lance
- wave serpent with scatter laser, holo fields and cannon 255

10 guardians
- bright lance
- wave serpent with scatter laser, holo fields and cannon 255

Elites

6 wraithguards
- D-scythe 252

Heavy support

Night Spinner
- holo fields
- star engines
- Crystal Targettig matrix 170

Wraithknight
- dual heavy wraithcannons 240

2 war walkers
- shuriken cannon and eldar missile with flak 170


1745pts

The plan is simple based on some friends in here with lists

Illic can go to the front with that small wraith unit and pop something I want with flamers
The Autarch is independent and can run around the field blowing up tanks
The pathfinders pick up specialists weapons allowing me to face a less threatning army
The guardians can manage themselves by taking on tanks or heavy armoured units combined with the bright lances, also being inside vehicles they are from the squishiest one the hardest unit to get.
The nightspinner can do dual trick in this, or help the wraiths at front by 1st turn moving 24" and spitting out his torrent weapon which can prove deadly at S8 vs vehicles and less than I4 targets, or can stay back and pop barrage with big blasts from afar against horde.
The wraithknight is just a bulky monster to help our distract shoots bettewn him and the wave serpent at the back, hes with wraithcannons to make sure I pop tanks from range easily.
The war walkers are the easiest unit with anti flyer methods, they will outflank and attack those pesky flying things from the side, I know they only have 1 flak each, but still better that than none at all :P, I would replace for something else with them, maybe taking them off and adding crimson hunter, but not sure how good that will be in here.

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PostPosted: Sat Jul 06, 2013 5:42 pm 
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Theme all the way. To tell you the truth I like taking things in pairs. I take enough of something to impact the game. I do like making sure the basics are covered a little bit, like anti-vehicle, horde, flier, terminator... saturation fire at S6+ goes a long ways to deal with pretty much everything. Add in some speed and I'm golden. Number of core just depends on the army. I usually take 2 strong core units, but I tend to not think of Wraithguard or Jetbikes as core when I am building the list, so I might turn out with 6 core in some games and 2-3 in others at the same point cost.

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PostPosted: Sat Jul 06, 2013 8:35 pm 
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I generally try to keep a high troop count for objectives and I kind of like having more than one HQ. Other then that, I try to fill out my fast attack and heavy support (I really like the eldars fast attack slots, and I think they are underestimated). Then I just take a look at my list where I can add upgrades, more models, transports or maybe if im just having fun, taking some random elite unit, etc. Mostly I dont care about being competitive although lately the stakes have risen and I try to build my lists with an intent.

When building an army list, look at the synergy of certaint units and try to capitalise on making the army work together. If im building a guardian based army, then I wouldnt take many transports, I would look to maybe wraithlords and other sturdy units. If I was building a Jetbike army, then I wouldn´t build a slow Heavy support section and so on. But hey, thats just my own preference and playstyle.

I think the most important thing is to make a list that has strengths but that also challange you in a mission. That way you learn the units strengths and weaknesses and also teaches you how you play the army, right or wrong.

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PostPosted: Wed Jul 10, 2013 4:18 am 
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Ask my opponent what kind of army he is using and talor my list accordingly. Not power gaming taloring were against meq it is 3 dark reaper squads or any crap like that, I'm not that kind of gamer. We play eldar, specialization is the name of the game.
I write my lists with club memebers names at the top so I know what to use against who lol.

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PostPosted: Wed Jul 10, 2013 11:05 am 
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I always run minimum troop requirements. Normally either taking a spirit seer and running two wraith troops or running 2x, 3man squad of bikes. And I take at least 2fa and 3 heavies. So far this has done wonders done wonders for me. Even in capture games. Jet bikes fly in last minute and get objective of contest. But so far I've been whipping the table. Turn 3 or 4 normally my opponent only has one or two squads left.

I played a game last night. Lost my wave serpent and night spinner but that's it.

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