So this is the list I have been playing and having a lot of success with.
So I have been playing this or a close derivation of this list and have been doing really well with it.
Footdar | 1750pts | ||
Unit | Description | Size | Cost |
HQ | |||
Farseer | Jetbike, Singing Spear | 1 | 120 |
Baron | 1 | 105 | |
Spirit Seer | 1 | 70 | |
Troops | |||
Rangers | 5 | 60 | |
Dire Avengers | 10 | 130 | |
Dire Avengers | 10 | 130 | |
Hellions | 14 | 224 | |
Jetbikes | 3 | 51 | |
Elites | |||
Fast Attack | |||
Warp Spiders | 10 | 190 | |
Heavy Support | |||
War Walkers | S.Laser x 6 | 3 | 210 |
Ravager | Disintegrators | 1 | 105 |
Night Spinner | 1 | 115 | |
Wraithknight | 1 | 240 | |
Fortifications | |||
Totals | 63 | 1750 |
So far I have been doing really well with this. I’ve only had one close call, every other game has been a decisive victory (I have played about 10-12 games with Eldar so far). However that said, I have been having really good luck, too which counts for a lot.
So what about this list is working?
The Farseer is a boss. I doubt I will play an Eldar list without him. I like Eldar because of units like this, he buffs key units to really ratchet up their power levels, is fast, resilient and just fun. The Spear is there because I had some extra points and it adds a little extra oomph.
The Baron is one of the best point for point HQs in the game. He gives me +1 to go first, makes the awesome Hellions troops (who combo with the Farseer amazingly well, Prescience, Forwarning, Doom, etc. make this unit SO good), let’s them reroll failed Dangerous Terrain tests, and reroll the Hit and Run roll as well as the distance they go, gives the unit offensive and defensive grenades, stealth and has a Shadow Field. Wow, that is pretty spectacular for such a cheap character. Plus, he hits pretty hard, and is really good for taking down vehicles.
The Hellions themselves are absolutely excellent. They shred infantry and MC’s with massed poison weapons, have combat drugs, Power from Pain, are fast, a scoring unit and fight well in HtH. Prescience was made for these guys, as was Doom. They are really an all around fantastic troop unit and with the Farseer and Baron become a premiere unit, IMO. I have been very happy with them, plus, the models are some of my favorite. The entire unit is super fast and has fleet so they reliably make charges.
The Spirit Seer is new. I have only gotten in a few games with him but so far I am impressed. His buffing/debuffing abilities are just fantastic. They can turn a tough fight into a slaughter. He is also cheap, and attaching him to a unit makes them LD10 (Edit: It was pointed out to me that he is LD9, not 10, doh! Sorry for the confusion-ed), which is nice. He also makes Wraith units troops and at 1850 I am considering moving some units around to add in a Wraith unit.
The Rangers are great for winning the game. They sit tight on an objective with infiltrate, waiting to see where the other guy deploys. They can also outflank if needs be and take a more distant objective. They shoot passingly well, but they are there to keep their heads down and hold a game winning objective. With the amount of Hell Turkeys I face on a regular basis, they can be a liability, but against your average opponent they are a great buy.
I love Dire Avengers. For me, they are just a fantastic troop. If you are going mechanized in the amazing Wave Serpent, Guardians are the better choice in most cases as they hit just as hard at close range for a lower price point. If you are hoofing it though, that extra 6″ range, Ld9 and Counter Attack make Dires the better choice, IMO. So far every single game for me they have been exceptional. Bladestorm + Battle Focus is the Cat’s Meow. Such a fun unit to play.
Jet Bikes belong in every single list. Incredibly fast, fairly resilient, decent shooting and bargain basement price point. They are just fantastic.
I can’t see any reason to not take Warp Spiders. They are all stars. Fast, hard hitting, versatile, just an all around amazing unit. Arguably the best in the codex. I doubt I will play without them this edition. They have killed more flyers for me than anything else in my list. Twin Link, jump into rear arc and profit.
War Walkers are another of those units that I can not justify not including. A unit that pumps out 24 BS4 strength 6 shots with an invul save, Battle Focus, Scouts, etc. is just too good not to take. With Doom and Guide I routinely wipe entire units out in a single volley. They are another all star unit.
The Ravager is a new addition. I wanted a unit that had comparable fire power to the War Walkers but at a lower price point to allow me to take a barrage unit, also. The Ravager was the right call. Fast and hard hitting plus cheap, it is a great answer to Termies and such. Again, Guide and or Doom and this unit reliably erases a unit in a single volley. I really like having access to this through allies and feel it adds a lot.
The good old Wraithknight. He is so awesome. I still have not lost him in a game. Frankie managed to drop him down to a single wound in a game tonight with 2 Chaos Lords and a unit of Spawn before I killed them all and that is by far the closest he’s come to going down. His resiliency, speed and much needed anti heavy tank has been just awesome. I have not had a game yet where he has not been a huge factor. I will take one of these every time, no doubt. On top of that, the model is gorgeous. I use him as a giant bully, going after weaker units and picking them off one at a time. By game’s end he typically takes out 2-4 units and he frequently gets me First Blood.
The Night Spinner. I really want to like this tank. It is cheap as chips, fast and versatile. He is good against every target. However, in every test game he has been pretty underwhelming. I feel like a good list in 6th should have a barrage weapon, and the fact that the Night Spinner also is fast and has a good template weapon too means he is extra versatile. Being able to tank shock units off of objectives last turn is great, too. However, after play testing I think the better play is to take a Wave Serpent. The Serpent is just so incredibly good. I can drop a unit of Dires down to Guardians, save 40pts, upgrade the Night Spinner to a Serpent and have 25pts left over to play with. In test games I have found that the Serpent is great for both keeping a scoring unit alive and getting it where it needs to be to win me the game. Plus, the Serpent hits like a freight train! The thing has great offense and is also passable AA. I run mine with a twin Scatter Laser and Shuriken Cannon.
So that’s where I am at so far. I am sure I still have a ton to learn, but so far this list has proven to be really good. It is flexible, fun to play, hard hitting and resilient. I really like it a lot and honestly, I have not had this much fun playing 40K in a long time.
Nice, I’m running similar but Kabalites in venom and Beast Pack intstead of Hellions, 2 x 6 Hawks instead of Spiders and a Vauls wrath spinner battery not the night spinner. Toying with scatter +star cannon on walkers as with the twin linking laser lock you only lose approximately 3 hits and get AP2 on 5-6. Dishy Ravagers are great with night shields to put them out of HY missile range! Oh and BTW you only get 3 Jetbikes for 51 points, still amazing though! The new Eldar Codex is just awesome and the fun combos internally and with allies mean I doubt I’ll get stuck using the same army all the time ever.
Your lists sounds sweet!
And yeah, that is an error on the list, it is only a squad of 3. Thanks for pointing that out, though.
I was thinking about Night Shields too, they really increase your survivability.
have you played vs a proper tau gun line yet? the only reason i ask is that i tried 3 wraith knights vs them and they all died before game end (i still won though that was thier job), also when you play tau that spinner tank will really come in to its own. Its perfect for sniping that ethereal. but to be fair, i think it would work better in a heavy mech list.
I have not and I think that is going to be one of my tougher match ups (but, Tau are a tough match for everyone right now much like IG). I will be playing a competitive Tau game soon though, I got one lined up. I want to run Eldar through the paces against every type of tough list that I can. I have Dragiowing lined up, too.
The worst enemy is still Venom spam, but a Serpent or two goes a looooooong way to mitigating that.
Yeah, barrage weapons are just incredibly useful. And like you said, against armies like Tau, that weapon goes to strength 8 and with ignores cover on the template particularly, if you get lucky and roll some 6’s you can ID Braodisdes and such. It is a bit situational but when it’s hot, it is red hot. Cultists, Termagants, etc., etc. all fear this unit in a big way. Although as you pointed out, being one of only a few tanks does put an even bigger target on his head.
DA are a better choice in a mech list if you’re trying to get as many Wave Serpents, as they are 65 points minimum squad vs 90 minimum squad for Guardians.
That is an excellent point it you are trying to max out Serpents. However, for a relatively low investment (25pts) you get a unit inside that actually hits hard. Double the wounds, double the firepower. I would prefer to have the beefier scoring units, personally, but I totally see your argument.
I can see taking one min squad in lieu of Rangers, but really min squads like that don’t contribute much other than grabbing objectives, so you can’t afford to spend too many points on them. One unit is great, because having a cheap scoring unit you can put on an objective is game-winning, but spamming them just means you’re spending a few hundred points on diminishing returns.
Yeah, they don’t add much offensively but they do add safety in numbers. It’s always best when your troops contribute AND win your games by taking objective.
Yeah, I’d give the Vauls Wrath barrage battery a whirl instead of the Nightspinner. Hard to argue with a Serpent tho.
Looks like a lot of fun to play!
It really is fun! I am having a blast with it. So fast, tons of options, a tool for everything. I really like it.
I tried the Vaul’s Wrath and I wasn’t that impressed. They were good, but not great you know? I think to get the most out of them, you would want to have a backfield Farseer to twin link them and any other units you hold back. Plus, the Spinner can go up to that magic Strength 8, which helps a ton. It’s a tough call, but that means good game design to me as there is no clear choice.
Liking this list man, keen to see your hellions trounce some face in a batrep soon!
I found the spinner to be a bit underwhelming too, but still have my model ready, hoping that in 1/5 games it somehow will be so good its worth it or something. Although right now i’m also liking dark reapers with an icarus cannon for important Interceptor & AA. Depends on your meta though.
Where do you usually run your spiritseer? I’m guessing two Runes of Battle powers can certainly change the game depending what you roll. Sad news is he is only Ld 9, so watch out for that.
Ah shit, he is LD9, haha, I was playing him as 10! Doh! Thanks for pointing that out. I stick him where he is needed. Usually with my Dires, but sometimes I start him with the Hellions to give them a buff before they run off to kick ass. It depends, really just where he is needed. A lot depends on the powers he rolls up.
Yeah, Hellions are the bomb, they are the answer to high toughness models. Well, they shred any infantry really.
Yeah, I keep thinking the same thing with the Spinner, he CAN be amazing, but so far he has been a bit of a putz for me. I think the Serpent is all around more useful.
I’m definitely trying to keep one serpent in my list, its just too useful between mobility and firepower. Actually it seems like a spiritseer would synergize well with having a serpent, as it gives you another option for how to use him depending what you roll. I could see a spiritseer and 5 dragons causing some total mayhem T2 once you get conceal/wprotect to go off.
Really sucks that you can’t cast maledictions (or charge…) when you disembark though. Probably my least favourite rules dynamic in 6th edition.
Thanks for all the great ideas Reece, there are so many sick combinations in this book, especially with DE, but i feel like there are so many i end up overlooking a lot of them. Spiritseer is actually a great guy to throw in with some DE units, plus he’s cheap as of course.
So are you playing that if he casts a RoB power on himself, then detaches, the unit retains his buff? I would worry that he might take the buff with him, as the powers are cast “on the psyker”.
Yeah, there are SO many goo combos, right?! It’s crazy and so fun. The exact opposite of what I feel when I write a CSM list where I feel there are no options.
That is a good point with the RoB powers. I played them that you could leave the buff on them but now that you mention that the Psyker casts it on himself, that bears some further thought.
I’d love to see this list in action in a battle report. You have me considering dropping some wave serpents and going more foot.
I just so happen to have one I am editing as we speak!
Then stop wasting time talking to me! Get ‘er done!
There are two things I love about footdar (been playing since 3rd):
1. More sneaky tactical synergies and the challenge of thinking on your feet more
2. SO many casualties for both sides every game, which is so much more fun than the low-body count mech games, heh.
Totally agree!
In the grim dark future they will never be able to “bone” fast enough to stay alive for much longer, and they are OK with that because they know Ynnead will avenge them with the passing of the last Eldar. god of the dead will avenge all the fallen Eldar.
If you’re still looking for a viable option to the Spinner, have a few spare points and don’t mind forge world i would really recommend the Warp Hunter. 3 small blast distort that are barrage really makes a mess of anything wherever it is
We love FW here, use it all the time and allow it in our tournaments. Do you think the Warp Hunter is still a good buy? The nerf to AP3 leaves me a bit warry. I haven’t tried it yet, though.