Wednesday, June 29, 2011

Mechanized Eldar

While I was at the Throne of Skulls tournament, I saw a surprising amount of Eldar players.
I also saw a surprising amount of Eldar lists that looked rather awful.
There was Foot Eldar (FootDar), Mechanized Eldar (MechDar), and hybrids of the two.

It is no secret that the Eldar codex is on the low side of the codex power curve.
While I think they can still compete against any balanced list, they will have trouble against lists with a lot of redundancy. (Hordes, Vehicles spam)

So, anyways, it got me to thinking about how competitive I can make a MechDar list (I have been playing Eldar on and off since 3rd Edition.)

Here is what I came up with (and why) to use at 2000 points.

Autarch w/Fusion Gun, Scorpion Chainsword, Mandiblaster
-The Autarch gives this list 4 things. He allows for more reliable reserve rolls, he provides a much needed anti-tank shot (and can even be a sacrificial unit), he gives a leadership boost to whatever squad he joins (usually the Storm guardians or tarpit Dire Avengers), and finally he can put out 5 S4 attacks at high initiative (useful for getting the last couple kills on a 5 man MEQ squad).
Farseer w/Runes of Warding, Fortune
-The Farseer is the absolute best in force multiplication/psychic defense for his cost. Runes of warding is not just a psychic defense, it can actually be a deterrent to the use of psychic powers. I can use fortune in conjunction with the 10-man Dire Avenger squad to make quite a formidable tarpit.
10 Storm Guardians w/2 Flamers, Warlock, Destructor
-These guys will usually be joined by the Autarch or Farseer for a boost to their Leadership. Their job is to jump out, flame units, and then assault (if the outcome seems favorable).
Wave Serpent w/Twin-Linked Eldar Missile Launcher
-One of the best transports in the game. I recently began using the Eldar Missile Launcher as a cheaper alternative to the Bright Lance. The Missile Launcher also provides some anti-infantry duality if I need it. I will also tank shock the crap out of any vulnerable Infantry units.
10 Dire Avengers w/Exarch, Power Weapon & Shimmershield, Defend
-These guys provide the bulk of my anti-infantry firepower. When combined with the Farseer and fortune, these guys can make an Epic Tarpit thanks to Defend and the Shimmershield.
Wave Serpent w/Twin-Linked Eldar Missile Launcher
-See previous Entry
5 Dire Avengers
5 Dire Avengers
5 Dire Avengers
-These guys hang out in the Falcons, making them scoring units. They only disembark when absolutely necessary, as 5 T3 models tend not to last long when they can be shot or assaulted.
5 Fire Dragons
-The only reliable anti-tank/anti-Heavy Infantry/anti-Monstrous Creature unit in the codex. You absolutely need to spam these. They get out of their ride and things die. Then, usually so do the Fire Dragons.
Wave Serpent w/Twin-Linked Scatter Lasers
-Primary goal: Deliver Fire Dragons. Secondary goal: provide suppressing fire (to vehicles) or kill infantry (by shooting or tank shock)
5 Fire Dragons
-See above
Wave Serpent w/Twin-Linked Scatter Lasers

-See above
5 Fire Dragons
-See above
Wave Serpent w/Twin-Linked Scatter Lasers
-See above

Falcon w/Eldar Missile Launcher, Holo-Fields
-This guys job is to be a pain in the ass the entire game. He fires 3 S8 shots (albeit at BS3...) and is statistically likely to take a serious pounding before being destroyed. And no, I am not above ramming other vehicles at full speed, in the side armor.
Falcon w/Eldar Missile Launcher, Holo-Fields
-See above
Falcon w/Eldar Missile Launcher, Holo-Fields
-See above

So, when you build a list I find it very helpful (almost mandatory) to discuss its strengths and weaknesses, both as a whole and on an army-by-army basis.

Strengths: Mobility. Unless horribly out-ranged, Mechdar decide where the fight happens. We are FAST. We can descend upon an enemy army quickly.

Weaknesses: Overpriced units put us on the low end of the firepower/efficacy scale. Eldar can easily be overwhelmed by mass of units in an opposing army. Facing 3 6-man Long Fang squads will usually put a hurting on Mechdar. We are fragile. Not as fragile as non-FNP Dark Eldar, but when our transports blow up, we take casualties. Unless we have Fire Dragons, we are not great at blowing up vehicles.

Wow: a lot of weaknesses, which is expected of an older codex. (If you haven't noticed units get cheaper with each codex, so you can include more model$ in your armie$.) We need to make up for this with a good game plan.

Game plan time. There are basically two types of missions in 40k, killing more of your opponents units (through VP's or KP's) or trying to get scoring units somewhere, while keeping your opponents scoring units out of those places. (Objectives, Table Quarters, etc...)

Killing: The first rule of winning games with Eldar is "sometimes, you need to hide like coward". Whether you have exposed infantry hiding out of LoS or you have your entire army hiding in reserve, do not fight fire with fire. If you are out-gunned, stay away from the guns. If a powerhouse unit is barrelling towards you, run. As the Imperial Guard (and Crystals) say (a do) run, run, run. Kill things that are east to kill, rely on your Energy Shields/Holo-Fields and turbo boosting to keep you safe.

Objectives: Decide how many you need to win, take that many. If your opponent is light on troops, take them out, forcing your opponent to play for a draw. If he is heavy on troops, focus on contesting at the end of the game. (even use the "triangle shuffle" if you so desire) (I need to remind myself to make a post about the triangle shuffle) Remember, a short game can be to your advantage, a non-random game length, also to your advantage. I recommend practicing with tank shock, it pays to do it right.

MechDar are clearly a challenging army to play in 5th edition. In every game, you are the underdog. Remember, practice pays off.

-Mike

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