Tuesday, 6 December 2011

Doubles List- Eldar Analysis

So what on earth were we thinking bringing Space Wolves and Eldar together in the first place. Well, it's pretty easy- they're the only painted armies we have!

The Farseer is decently costed and got to cast guide a lot. The Grey Knight player didn't cast a single power the entire game. I wish we had capitalized on this but I stupidly deployed my Long Fangs and missed a solid opportunity to blow up those rhinos.

We decided that two squads of Fire Dragons would be great at Elite. I still think that this is the right choice given the Force Org limitations that I explained in the last post. They performed quite well and I would play them far more aggressively. I think we were hoping that they would survive more than being a simple suicide unit, but I think that was an optimistic hope. Most of the time, they got out, did their thing, and died a glorious death.

When they eventually update this codex, hopefully they bring down the cost on the transports and the units. There are just so many more efficient choices in other codices.

1 comment:

  1. The farseer was never killed, and had his moments (always shoot the pistol!). I would definitely keep a stripped down farseer for anti-psych. Guide helped keep the pulse laser hitting.

    The fire dragons would survive longer, I think, if they were'nt min size. I think if I were to revise the list I would bring 7-10 fire dragons per unit, depending on points availability.

    Wave Serpents are great, but definitely over costed with a base cost of 90pts + mandatory weapon option (minimum would be shuri-cannons at +10pts). I'd probably drop one in favour of better weapon upgrades for other vehicles, more fire dragons, and more dire avengers ...

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