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Dirty Eldar Dogs


jjfelber

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My 1500pt list to pay back a massacre by eldar previously is as follows:

 

4-Bloodclaw bikes - Meltagun

1 Attack bike - Multi-melta

 

4-Bloodclaw bikes - Meltagun

1 Attack bike - Multi-melta

 

RP - Chooser, Storm Caller, LL (in GHs)

RP - Chooser, Tempest's Wrath, LL (in GHs)

 

9 GHs - Rhino, Meltagun, Wolf Standard

9 GHs - Rhino, Meltagun, Wolf Standard

10 GHs - Rhino, Meltagun, Plasma Gun

 

6 Long Fangs - Leader, 5 Missile Launchers

6 Long Fangs - Leader, 5 Missile Launchers

6 Long Fangs - Leader, 5 Missile Launchers

 

Anything you don't think 58 Marines with 15 Missile Launchers, 5 meltaguns, 2 Multi-Meltas, and 2 Living Lightnings can take down in 1500pts?

 

in 1500pts. I believe he uses 4 Wave serpents(Banshees, Fire Dragons, 2xDire Avengers, Farseer, Autach), a Wraithlord and some viper bikes.

 

I plan to sit back and blast away as he arrives at my front line second turn with his 24" skimmer BS. Bikes do a bit of an outflank a maneuver.

 

Does Headstrong force you charge tanks if you are within 6"? I believe so, which kinda sucks.

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yes headstrong means you have to charge anything if its within assault range, which kinda bums out your melta guns, but vs wave serpents you never get the 2d6 for armour pen with melta weapons anyway so nothing lost.

 

I think swapping out a rune priest for 3 wolf guard with powerfists may be more useful when they close the gap on you if he also decides to take war walkers / wraithlord or characters.

 

Looks pretty good though, dunno where you got all those missile launchers from because thats really mean :D

Somewhat new to wolves, but I've played CSM vs Eldar. Biggest advice is to shut down his Farseer. You can receive a charge from Banshees and beat them, provided that your unit isn't Doom'ed. If it is, you're in trouble, as they won't have as much trouble wounding you as normal.

If you protect the Long Fangs, they should be a major issue for him, just as long as you can pop a wave serpent and pounce on its cargo.

 

Only weakness I see are the BS 3 meltas on the bikers. I'd probably take a Land speeder with HF/MM, but its really up to you.

you might also consider swapping those BC Bikers for Thunderwolf Cav or for Dreadnoughts. The former will give you a nice CC element, but might be too expensive, the latter gives you a nice tank hunting platform, especially if given a drop pod.

 

Either way, not a fan of the bikers. And I think you need to adjust the wargear on one of the RP's to include a Wolf Tooth Necklace. Duplicate wargear rule... The rest looks good though!

List looks awsome, sort of thing I like to play with myself.

love bikes, find they work best with a babysitter tho, WG or (for uber killy killy) WP. Never had much luck hitting with the melta's on them tho so ended up snapping off an arm and replacing it with a p'fist, seems to do the job. Always always take an attack bike, for an extra 5pts its totsly worth it (+1att +1wound = :cuss )

 

do agree with sarapham about the plasma/melta split.

 

2 RP's awsome idea. you may have trouble getting LL off. a mate of mine takes some awsome wargear that makes you roll 3d6 for pshychic tests, not nice. For a while I stopped using RP's against him as they never could actually cast anything. Did take one the other night and he was man of the match, managed to get him 24" from his witch guy and blocked way more than 1/2 his doom/guide/etc/etc. my friend was not a happy camper.

 

have fun let us know how you get on.

Id drop the bikers for a couple of Landspeeders in a heartbeat. Theyll pump out more firepower, be more maneuverable, and against a good eldar player theyll probly be more survivable too.

 

And seriously, drop living lightning, and make the first RP a SC+TW caster.

2 RP's awsome idea. you may have trouble getting LL off. a mate of mine takes some awsome wargear that makes you roll 3d6 for pshychic tests, not nice. For a while I stopped using RP's against him as they never could actually cast anything. Did take one the other night and he was man of the match, managed to get him 24" from his witch guy and blocked way more than 1/2 his doom/guide/etc/etc. my friend was not a happy camper.

 

 

 

I know how you feel. My friend takes two Farseers that have "Runes of Warding". I can never get a pshychic power off. Does anybody have any advice for taking them out quick?? They're a real pain in my butt! I was looking at they're stat line and they seem to not have an armour save. Does that mean any weapon that ignores invul saves automatically causes a wound?

Yes they only have the invuln save unless they are mounted on a jetbike. Also there isn't a plethora of anti invuln save weapons out there, so unless you are allying the =I= then they'll prob be making those invuln saves and rerolling them to boot. (but a well placed runepriest can stifle their survivability if you prevent them from getting fortune off)

With all those wave serpents I would drop the meltas for plasma. Plasma has better range and can rapid fire.

 

Sticking to cover will help nullify the dragons.

 

Viper bikes are easy kill points.

 

Save the Wraithlord for last because it is slow. Shoot down the transports first. Eldar on foot are dead eldar.

 

Let the eldar come to you. If it is an objectives game try to make your move as late as possible. Park your rhino on an objective so they can't tank shock your troops off.

 

For those having issues with Eldar Rune of Warding simply don't cast your powers unless you absolutely need them. Keep your rune priest near your troops. A 4+ flat chance to cancel their powers is one of the best psyker defenses in the game. And chances are they will need to cast their powers more than you do. A missed fortune or doom at the wrong time can spell disaster for Eldar. So suck it up and have confidence that you are screwing up their game more than they are screwing up yours.

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