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  1. #1

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    Eldar allies

    I have been playing this for a few months now. I think I am ready to play with allies. The main thing that I noticed is that I believe that a farseer is needed. Perhaps pathfinders and thats it.

    I am curious if anyone has a good general list (if that is possible) for DE and Eldar as allies.

    Like units combinations. I have almost every unit from both armies.

    Thanks

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  2. #2
    Omega1907's Avatar
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    Personally I think the best craftworld units to go along with DE are like you said farseer and pathfinders. But I also think that warwalkers or support weapon platforms could fill in some of our weaker spots (templates, massed ranged fire with S values, ...)
    A seer council with jetbikes could also be fun, but expensive

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  3. #3

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    Originally Posted by Omega1907 View Post
    templates, massed ranged fire with S values
    I hear ya, I was thinking of 5 dark reapers but thats really expensive too.

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  4. #4
    Omega1907's Avatar
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    It depends on what you want to achieve with your eldar allies. Dark reapers could be a choice too, but you have to ask yourself, if there aren't other units that do their thing better for a lower points cost (splintercannon trueborn w/ venom maybe?).
    Another thing that DE are lacking in, is IMO something to deal with massed light vehicles (chimeras, rhinos, razorbacks,...). True, our lances can wreck nearly everything, but they are rather expensive and/or low on shots. So something with S6 and many shots can be useful for us dark kin
    My favorite unit would be warwalkers with starcannon/shurikencannon combi supported and pathfinders+farseer for making the allies detachment legal.

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  5. #5

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    Originally Posted by Omega1907 View Post
    (splintercannon trueborn w/ venom maybe?).
    Another thing that DE are lacking in, is IMO something to deal with massed light vehicles (chimeras, rhinos, razorbacks,...). True, our lances can wreck nearly everything, but they are rather expensive and/or low on shots.
    yeah I roll 2 trueborn in venoms.

    the low shot is my largest complaint and the main reason why I think a farseer is needed.

    I have one warwalker, ill try fielding him.

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  6. #6
    Omega1907's Avatar
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    I honestly don't know if a sindle warwalker will be of much use ... I'd try to proxy a squadron of three. They aren't the thoughest units, that's for sure, but three 'could' last a little bit longer. Also with three the low BS isn't such a big problem. And with your main force being DE, your opponent should be busy with your other units up in his face.

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  7. #7
    SynapseCreature's Avatar
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    I tend to fight against the Gaurd and I've found that Reaver Jetbikes can be very useful for no reason other than the fact that they are annoying. They attract an unrealistic amount of fire compared to what should logically be concentrated on them, and they can take some of it, if you move them fast enough.
    It's true that they are a lot of points to simply be a distraction that was never meant to do much, but buying the rest of your army time to advance can be very valuable indeed, esspecially given that Craftworld Eldar aren't as fast as their DE counterparts. That, and you can never over value anything to pyscologically unsettle your opponent. I played 'nids before DE, and I always played genestealers against my Dad (Slydog) partly because they are good, but mostly because he's terrified of them! The Reavers don't have quite the same effect, as fear is stronger than irriation, but they do help to unbalance the foe's resolve.

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  8. #8
    Rahveel's Avatar
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    my question when considering eldar allies for DE, where would you put the farseer, outside of a silly harlie/vect/fortuneseer unit? a bike seems like the best option for him, so he can join a DE unit that isnt utilizing a transport (beastmasters, reavers, hellions, ect) so he can stay protected, but keep pace w/ the speedy DE elements.

    Im looking at building a urien themed list though... wracks/grotesques/talos/and a hemonculus or 3 w/ hexrifles joining a unit or 2 of pathfinders (yes i am aware that he can be picked out w/ focus fire, thats fine if my opponent wants to go after a lone non-scoring 65 point model in the backfield as my army prepares to jump down his throat). but it seems like id want to put those units in raiders, leaving the farseer with nothing but poor options for units to join. ive not seen any hemonculi armies myself though, are they any good w/out transports? if they can be (especilly with some added shooting from the pathfinders, and eldar buffs) that might be the way to go. if i went that route, might be tempting to grab a small unit of WG and WL, for the synergy (and toss in a wraithseer at 2k).

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  9. #9
    Come On, Brofist yWizePapaSmurfy's Avatar
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    I put my Farseer with Beastmasters and Baron, after all he directly benefits them with Invisible status if I roll it up.

    Good also on any 12" moving unit, but even if not - being self-mobile is pretty imperative.

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  10. #10
    Rahveel's Avatar
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    beastmaster+ baron or helions+baron seemed like the way to go to me too. youve got a unit that benifits from most of the farseers buffs right there, and a character who can take challenges for the farseer.

    beastmaster might be the way I go... its not exactly a hemonculi theme'd unit, but certainly wouldn't be difficult to do some minor conversions on the beasts to make them look like test subjects.

    Purging literary corectness since 1982.
    Originally Posted by Pox
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  11. #11

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    nice, yeah I put my farseer on a reaverjet bike model so he moves the full 12inches and probably will kick ass with a beast unit (im not very fond of them).

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  12. #12
    Come On, Brofist yWizePapaSmurfy's Avatar
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    Been actually considering this unit today:

    Baron Sathonyx + Jetbike Farseer + Shining Spears (In this case 4 including Exarch with the Skilled Rider Power.)

    So what didn't I consider before that this unit gets?

    - The Laser Lances are unique weapons, so keep their S6 and AP 3 status on the charge, which is still pretty dandy.
    - The unit gets Assault and Defensive Grenades thanks to Baron. One thing the 'Spears needed to make them decent. Check.
    - Baron gives the unit Stealth, which means +1 Cover to the unit, which for Jetbikes moving means a 4+ Cover Save. Nice, we're getting warmer.
    - Baron gives the unit Hit and Run, Exarch power no longer needs to be bought for Exarch as it confers from a IC to his whole unit, including attached characters. Keep those lances @ S6 possibly, good good, warmer still.
    - Skilled Rider from Exarch also confers to the entire unit. This makes it so the unit effectively ignores Dangerous Terrain Checks. Hot dog, but we're not done. It also adds +1 to Jink Saves...So with some 1+1 we got Jink @ 5+, Stealth making it 4+, and now Skilled Rider making it 3+! Turbo-Boosting in and then joining Baron nets you a 2+ Cover Save! Huzzah!
    - But Smurfy, there are growing amounts of Ignore Cover stuff like Baleflamers. Well we do have a 2+ Invul on Baron and 4+ Invul on the Farseer, along with the Divination table to roll on (my personal Farseer rolls on it 3 times by exchanging 3 rulebook powers) so the whole unit can get 4+ Invuls possibly.
    - The whole unit can benefit from Divination in general due to their lower amount of attacks the Psy Power Prescience helping keeping the unit accurate in assault.
    - Dual-use of hunting vehicles from S6 Lances/Baron and Farseer's Witchblade.

    Thoughts?

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  13. #13
    Rahveel's Avatar
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    thats... kind of awesome. im so used to ignoring the shining spears entry, i hadn't even considered them. 15 points more also nets you a star lance, for IDing BA w/ FNP, a little extra anti-tank punch, ect..

    this seems like an amazing (if slightly, but not terribly, expensive) unit to ally into DE. loads of durability, and a lot of punch + some versatility.

    i like.

    Purging literary corectness since 1982.
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    *Pox bounds into the thread and grants Rahveel 1/10th of his diseases, poxes, boils and pustules as a token of his loyalty to Papa Nurgle and turns him back into a nurgle sorceror to serve in my army of ruin.*
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  14. #14
    I Ain' Afraid of No Ghost Diagnosis Ninja's Avatar
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    I've been looking at:

    Farseer: Obvious.
    Minimum cost troops: the cheapest thing you can manage, or a small Eldar Jetbikes unit for zipping aboot.
    Dark Reapers: Take Exarch with Crack Shot and/ or fast shot.
    Aegis Defence Line OR Bastion with an emplaced weapon: Put the Exarch on the emplaced weapon.

    Nothing like a BS5 Skyfire Interceptor which ignores cover.

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  15. #15
    Come On, Brofist yWizePapaSmurfy's Avatar
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    Originally Posted by Diagnosis Ninja View Post
    I've been looking at:

    Farseer: Obvious.
    Minimum cost troops: the cheapest thing you can manage, or a small Eldar Jetbikes unit for zipping aboot.
    Dark Reapers: Take Exarch with Crack Shot and/ or fast shot.
    Aegis Defence Line OR Bastion with an emplaced weapon: Put the Exarch on the emplaced weapon.

    Nothing like a BS5 Skyfire Interceptor which ignores cover.
    Until you realize people shoot the gun first turn, and as a DE player, that's hella easy funnily enough with Poison,this is a nice idea I've seen attempted.

    But like I said, that bubble was burst when he lost the gun.

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  16. #16
    I Ain' Afraid of No Ghost Diagnosis Ninja's Avatar
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    1He can still have a missile launcher though, if you're wanting a back up plan.

    But then, why would you take the tower? :S

    Ah well, the people here are casual as fuck, so they don't even realise the tower is T7. Great success!

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  17. #17

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    Originally Posted by SynapseCreature View Post
    I tend to fight against the Gaurd and I've found that Reaver Jetbikes can be very useful for no reason other than the fact that they are annoying. They attract an unrealistic amount of fire compared to what should logically be concentrated on them, and they can take some of it, if you move them fast enough.
    It's true that they are a lot of points to simply be a distraction that was never meant to do much, but buying the rest of your army time to advance can be very valuable indeed, esspecially given that Craftworld Eldar aren't as fast as their DE counterparts. That, and you can never over value anything to pyscologically unsettle your opponent. I played 'nids before DE, and I always played genestealers against my Dad (Slydog) partly because they are good, but mostly because he's terrified of them! The Reavers don't have quite the same effect, as fear is stronger than irriation, but they do help to unbalance the foe's resolve.
    I go to the Los angeles bunker and people are always telling me that 6 jetbikes are too expensive and there are better units to use all around. But when I use them I get results and people I know say I use them more effectively than anyone they have ever seen. I personally tried putting a farseer to ride along side them not attached. Its been doing well (although I suck with a psycher, just cant figure out how to use them) and with telepathy invisibility they get a 2 up cover save (not that they really need it). I think next time I will try using eldar codex like doom ability.

    I have seen people loose there sh*t over them, they are so distracted by the harassment its hilarious. I even had them destroy a vehicle and the next round did bladevanes/caltrops (6 bikes) and they took out a full 10 man tactical squad.

    And yet people tell me they are bad, go figure. But maybe because they cant figure them out with their limited experience using them.

    EDIT: most people dont play DE but the main thing I figured out is that they are used to keep players guessing. With the farseer's doom I anticipate some real damage (and psychological) done in my next game.

    Last edited by shadowseercB; 31st December 2012 at 05:27.
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  18. #18
    Come On, Brofist yWizePapaSmurfy's Avatar
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    Originally Posted by shadowseercB View Post
    I go to the Los angeles bunker
    I go to the bunker on occasion, may have met you before and didn't even know it. The bunker thinks a lot of things are good that aren't and the opposite. (Something sucks whereas it doesn't). Biggest problem I personally have against Reavers is aside from Turbo-Boosting they are VERY fragile, just like most of DE, but they need to get close to do damage. If they were Troops, I'd consider using them more, but competing with Beasts in the Fast slot is kinda bads

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  19. #19

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    These are my Eldar Allies:

    HQ:
    Eldrad Ulthran

    Troops:
    5 Pathfinders

    Elites:
    4 Fire Dragons
    1 Exarch - Fusion Gun; Crack Shot; Tank Hunters (I use them with Aegis' Quadgun)

    Heavy:
    3 War Walker - Missile Launcher (x2)

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  20. #20
    Come On, Brofist yWizePapaSmurfy's Avatar
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    Originally Posted by Shiiva View Post
    These are my Eldar Allies:

    HQ:
    Eldrad Ulthran

    Troops:
    5 Pathfinders

    Elites:
    4 Fire Dragons
    1 Exarch - Fusion Gun; Crack Shot; Tank Hunters (I use them with Aegis' Quadgun)

    Heavy:
    3 War Walker - Missile Launcher (x2)
    In case people don't know what this would do for them -

    Eldrad - Runes of Warding = Anti Psy, Level 3, knows all Eldar spells OR swap for IIRC -4- rolls on Telepathy and/or Divination. Why don't I use him? Too slow and too hard to protect in a DE army. (He doesn't have Fleet so slows down the best place otherwise to put him (Harlequins)

    Pathfinders - Snipers, wouldn't recommend them as Pathfinders however, just regular Rangers or go for another Troop choice. Too many fast assaulting units and cover-busting annoyingness to make use of a "awesome" 2+ Cover Save.

    Fire Dragons - Since they don't have a transport, they're banking on your opponent to not be able to kill them or the Quad Gun so the Exarch can try to use his Powers on the gun. Almost everyone in my area kills the Quad Gun with little problems, so *my* Fire Dragons get Prescience'd via a Jetbike Farseer, hitch a ride in a Falcon/Wave Serpent to form the core of a Skimmmer wave, and go Flyer hunting since Eldar and DE both lack AA options. (Or failing this, hunt big game like Terminators/Monstrous Creatures)

    War Walkers - Another unit to Guide/Prescience, luckily Eldrad can cast the same spell twice in a turn if need be. My only problem with them is that they're fragile as hell.

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