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Starting Eldar...
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Old 13 Dec 2004, 17:57   #1 (permalink)
Kroot Shaper
 
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Default Starting Eldar...

Im goin to start an eldar army and thought if this a good choice to start off with...
For a HQ i will have a farseer,dunno what powers but will keep IC rule

And for one troop choice i will have about 8-10 rangers
and a squad of Guardian storm with maybe a Warlock with some power to help getting into or in help in combat.

I did not wanna have gaurdian defender squad because of the 12" range on thier weapons same with the dire avengers

Any comments welcome
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Old 13 Dec 2004, 18:02   #2 (permalink)
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Default Re: Starting Eldar...

Your in the Same boat as me.
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Old 13 Dec 2004, 18:06   #3 (permalink)
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Default Re: Starting Eldar...

since your taking rangers you might want to start as craftworld alaitoc. they have a lot of rangers, and and elite type of rangers called a pathfinder which are nasty when used right.
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Old 13 Dec 2004, 18:07   #4 (permalink)
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Default Re: Starting Eldar...

Dem Elite Snipers R nasty
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Old 13 Dec 2004, 20:54   #5 (permalink)
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Default Re: Starting Eldar...

I dont fancy starting a Craft world,i just wont a normal Eldar army
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Old 13 Dec 2004, 21:24   #6 (permalink)
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Default Re: Starting Eldar...

Quote:
Originally Posted by BizzB
I dont fancy starting a Craft world,i just wont a normal Eldar army
Bad news then: Gaurdian Defender's are vital, and to have warlocks, farseer loses IC unless they're all assigned. Only Gaurdians/gaurdian jetbikes and Wraithgaurd can have a warlock added.

My advice is a solid base of 1 squad, 16 odd defenders with a warlock armed with whatever you fancy and the power conceal: the cover saves will come in invaluable. You may want to think about adding a support weapon such as a Starcannon or Bright Lance to this squad as it adds not only the weapon, but an additional catapult or pistol.

The second troops should be Stormies, 8-14 of them (2 boxes, build both flamers and fusion guns for flexibility) and thier Warlock should have a witchblade and pistol, and the power conceal for effectivness in combat. Catch 22 is they won't last as long as the defeders, so feel free to try swapping Conceal and Enhance around here.

The Rangers should be as large as you want, bearing in mind that they are more likely to get the Ap12 shot if there's more dice.

This force should total around 500 or 750 points and be quite nasty, if you give the seer mind war, guide, ghost helm, and maybe a singing spear as they can do damage to tanks. The guide power, allows you to re-roll misses, which, cast on the defenders, means that if they get in range, if it's possible for them to kill the target, they're very likely to do so if there's enough of them.

This will provide a decent force upon which to expand, as you will have your HQ and a solid base of troops.

Hope this advice is helpful to you in your efforts to make your Eldar Army.
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Old 14 Dec 2004, 09:29   #7 (permalink)
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Default Re: Starting Eldar...

I doubt this force will stop a marine assault army, it needs more low ap or some power weapons
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Old 14 Dec 2004, 17:45   #8 (permalink)
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Default Re: Starting Eldar...

You must remenber this is to just fill out the HQ and 2 troops choice.
I justs wanna no if craft worlds have to stick with the colors,becuase i wanna have my own color scheme
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Old 14 Dec 2004, 18:18   #9 (permalink)
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Default Re: Starting Eldar...

No worries there, my own eldar have a unique colour scheme, but they can be used for pretty much any craftworld due to the mix. Lots of seers, jetbikes, guardians, aspects, rangers.
The only thing I don't have is the Wriathguard for Ulthwe.
You don't need to follow the colour schemes, there are other craftworlds out there that will follow the organisation of the 5 major ones.
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Old 14 Dec 2004, 20:21   #10 (permalink)
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Default Re: Starting Eldar...

So that means i dont have to follow...good
Is there a craft world where it dont stop ya from gettin a certain model/s.
Because until i get start to collct them and play then i will no what Models i will need
Keeping in mind that they dont have to have color sheme
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