Showing posts with label Eldar. Show all posts
Showing posts with label Eldar. Show all posts

List-Fu: 1650 SW+IG+INQ for GT Final

http://www.coolminiornot.com/299894?browseid=8070613
CMON, Beamo (GW)

I thought I'd put up the list that I'm working on for the 40k GT finals in March. This list has developed from the thinking behind this post and the following discussions on the blog and at the club, so thanks to everyone who contributed their thoughts (Coyote, hornywingythingy and Jamie in particular).

List-Fu: Caledonian '14 Uprising Lists

Thought I'd share this link to the army lists for the upcoming Caledonian Uprising. For anyone interested in the sort of dirty lists they might be facing in the UK, this is a good indication of what is popular among the competitive crowd at the moment. Enjoy and good luck anyone going!

40kGT Heat 2 Results


Last weekend I attended my second tournament of the year, Heat 2 of the 40kGT in Brighton. Having managed to place in the top ten in July at another tournament at Brighton I was hoping that my refined list would help me into the top half to qualify for the national finals in March.

My list was:

1650pts Space Wolves and Imperial Guard 40kUK GT Heat 2 List

Rune Priest, Jaws, Living Lightning
(IG) Company Command Squad, Master of Ordinance

4x 5 Grey Hunters, Razorback (Heavy Bolter), plasma gun
2x 5 Grey Hunters, Razorback (Heavy Bolter), melta gun
(IG) Platoon;
Platoon Command Squad, 2x flamer
2x Infantry Squad
2x 1 Sabre Defence Platform, lascannon (IA 2 2nd Ed)

3x 2 Hyperios Missile Launchers (IA Aeronautica)
(IG) Vendetta [130pts]

(IG) Heavy Quad Launcher Battery (3 guns with 9 crew) (IA 2 2nd Ed)

1650pts

Further list analysis here.

DAY 1


Game 1: Crusade vs Daemons.

Screamers, beasts and drones were all over me on turn 2, but I was winning when we timed out. However, the TO came over and gave us extra time into lunch to get turn 5 in. Timing is critical when diving onto objectives, and I'd already sacrificed a turn of shooting to get into position because I could tell we weren't going to get turn 5 in within time. Result = loss. Quite frustrated at that, but there was really nothing I could do. Oh well!


Game 2: Relic vs IG & Ultramarines

Tigerius and his grav-toting biker friends accompanied a full commissar led blob which mostly hid under his skyshield shooting lascannons. I managed to take out 75% of the enemy with minimal significant loss. Anything of his that got close to the relic died. Manticore and 3 vendettas didn't last long either! Good game.


Game 3: Scouring vs Daemons & CSM

I made a big mistake keeping all my razors off the board. Then I messed up my psychic powers, positioning and target priority all game. Didn't play well at all, lost fair and square. I don't usually make that many mistakes, and I paid for it!


DAY 2

Well after a disappointing first day I wasn't holding out much hope for getting a top half finish to qualify for the finals. I needed two more wins and a draw to guarantee a place, but one of the games was killpoints (always a hard one with MSU lists) and I'd found out on Saturday that I'd be playing against Tau/Eldar in Emperor's Will next...


Game 4 Emperor's Will vs Tau & Eldar

Going second, I deployed out of range for most of the enemy and only lost a thudd first turn. I couldn't stop one of the riptides and broadside units contesting my objective, but he only had one troops choice left to claim his and I flamed the kroot off and then scored it for myself with the PCS.

Things got a bit difficult at this point, as he'd apparently asked if there was anything in the vendetta when it came on. Unfortunately I don't remember this at all (having declared the unit embarked at deployment), but came in on the extreme right flank out of range from the broadsides and the fusion gun, so only the single remaining riptide's ion cannon had the chance to shoot. I also took out the single skyray that turn, eliminating his only skyfire unit.

Could he have fired a load of shots from the two broadside units and bought it down? Sure. But that fire wouldn't have been going elsewhere, particularly the thudds, so it may have worked out that I'd have been able to kill the last unit of kroot anyway, drawing objectives but then winning by killing the ethereal (secondaries at the GT don't count towards the result, but instead contributed towards tournament points). Who knows, but it was unfortunate to have the misunderstanding spoil an otherwise mostly amicable game.


Game 5: Purge vs CSM & Daemons

After introducing myself I said that this would probably be my opponent's easiest win of the tournament, as my list offers a 'target rich' environment with over 20 killpoints available. Comparing this to the compact 10 offered by the 4 FMC, 2 helldrakes and handful of cultists, marines in a rhino and plaguebearers, it wasn't looking good. Throw in hammer and anvil deployment and a huge (10"+) LOS blocking terrain for the FMCs to hide behind and getting siezed, things went from grim to grimmer! Oh, and one daemon prince got warp tether...

A couple of key lucky dice rolls helped keep me in the fight early on though, when I exploded the first helldrake with a sabre lascannon and the rhino with a MoO barrage hit. By the end of the game I'd also killed the other 'drake and three of the daemon princes, but had somehow only managed to lose a hyperios unit, 3 razors and a hunter squad!

Best game of the weekend by far, laughing all the way through, with an unexpected win to boot!


Game 6: Big Guns vs Eldar

2 wraithknights, Eldrad and reapers in a bastion and 3 DAVU waveserpents. Joy! Fortress of redemption (ruin) in the middle for the wraithknights to hide behind? Yep. Piloted by an ETC player? Excellent. Bring it on!

My opponent had already qualified in Heat 1 and was standing in to even out the numbers. Had this not been the case he may have focused a little more but we ended up with a friendly game and a win to me. Result!


Conclusion

After a dire first day, I somehow managed to pull three wins out of the bag day 2, placing 8th out of 45 against some very strong competition. Really happy with the result, and managed to qualify which was my main goal this year. Thanks to all my opponents and the GT crew for their efforts. Good times!

Food For Thought: Path of the Autarch on Craftworld Lansing

Craftworld Lansing


This week I suggest checking out this excellent 5 part series on Mobility on Craftworld Lansing. I love global strategy articles which look at the how and why, the really high level thinking that can go on in a game.

This series looks at the different stages in the game (list building, start, middle and end) and how to use a mobile army in each of these. What I also liked was that the stages are approached differently depending on whether you are winning, losing or fighting tooth and nail.

Good reading for generals playing and fighting against mobile armies. More please!

Battle Report: New Eldar vs Space Wolves and Imperial Guard

1650pts, The Relic
 
This was to a game against one of my regular gaming buddies from Walberton Wargamers to test out the new Eldar codex using footdar and practice with my Brighton Singles list. I've been writing this up round by round over on the Total Immersion Wargaming Facebook page, but have saved the detailed pre- and post-game analysis for the blog. This has proved to be much easier for me, so I expect I try this again for the next report. Anyway, on to the game!

My 1650pts Brighton Singles List (WIP)

PRE-GAME
Game - Blood Bowl The Relic
Deployment - Vanguard

Space Wolves + Imperial Guard List
SW+IG list in detail. This is my fourth or so game with the list and I have to say I'm loving it so far.

Eldar list
Avatar, fast shot

3x 7 Fire Dragons, Exarch with fast shot, fire pike

3x 10 Dire Avengers
2x 3 Windrider Jet bikes

2 Vypers, cannon

Fire Prism

Looking at the Eldar (mostly) foordar list and having had a good read of the new codex myself, I thought that the list suffered from range issues, even with battle trance, and no decent ant-air firepower. The close range firepower was reasonable, especially considering the triple large squads of fire dragons and fast shooting exarchs, and this could be a threat if I got too close too early. With double MCs (the Avatar and wraithlord), the Eldar also had the upper hand in combat, so I really wanted to use my range to my advantage and move in for the relic later in the game. I was also really pleased not to face the old Runes of Warding, as the chance of killing my own warlord through that is just too high to risk casting powers (I've tried this before!).

There was one problem, however, in that the jetbikes windriders could potentially pick up the relic first turn, them move rapidly away in the shooting and assault phases if they stuck to 6" per phase. Assuming that the rest of the army then formed a cage around the relic (I need to play Blood Bowl again soon), I would have to work through a lot of infantry and the MCs before I could get to the relic. Thankfully, I thought I had enough ranged firepower to take out the jetbikes in my first turn, even if they did manage to get back in their deployment zone, meaning that they shouldn't be taking it too far. Also, if the cage was too tight my quad guns would have a field day with 8 barrage blast templates, especially as there were no Eldar transports to hide in.

Calm before the storm

Game plan
Target troops to deny Eldar claiming the relic, go for secondaries, use my superior range and mobility to focus on key targets. Pick up the relic late game if possible.

Target priority
Avatar, troops close to relic, immediate threats, troops.


Eldar deployment - note lots of tightly packed infantry

THE GAME 
Eldar deployment
(Black undercoated units are Dire Avengers)

I am a little surprised at the deployment, which concentrated around cover overlooking the relic - begging to be barraged. MCs are also placed centrally looking to munch anything that gets too close. Fire prism should have been in cover. I'd also put the vypers on a flank to get some side shots in on the chimera, rear shots on any forward razorbacks and harass any backfield units. Most importantly, as I suspected, the jetbikes were deployed aggressively within 12" of relic for a first turn grab.

SW+IG deployment - out of mid-range and in cover
 
SW+IG deployment
The heavy quad launchers ('quads' for the rest of the report) and rune priest (prescience and scrier's gaze) tuck in cover in the far corner area terrain to rain down barrages on the target rich centre, also keeping the warlord safe.

Hyperios (WIP models) spread out with good views to the centre. Command squad sit in the Chimera to dish out FRSRF to the mini-blob and bring it down to themselves for the MCs. They also have the option to try Fire On My Target on the quads, but this is not reliable at only Ld7.

Plasma hunters deploy in their razors in cover looking to deny easy first blood, and will move up to engage mid-field targets.

The vendetta with PCS and the two melts hunter squads reserve, planning a fairly reliable turn two arrival thanks to scrier's gaze. Melta hunters will probably push up the far flank to threaten the fire prism and go for linebreaker.

SW+IG turn 1 - Goodbye Avatar. Quad launchers rule too
 
And I seize for the first time ever!!
 
SW+IG Turn 1
Excellent, a decent chance for first blood, and oh look, the Avatar (the warlord) hasn't got any cover! Time to line up as much plasma and missile launcher action as possible...

So I push forward a little to get in range, including immobilizing the Chimera on the rocks (was worth the risk), and unload. I rinse through the Avatar's 5 T6 3+/5++ wounds quickly with only the demon save for protection. First blood and warlord in one. Result!

I still had the quads, razors and blob to shoot, so moved onto priority two - troops close to the objective. The quads go first to make the most of the beautifully clumped up squads, and with prescience up wipe out 9/10 of a dire avengers squad and two jet bikes. The remaining shots take out the last jet bike in the squad and the entire second jet bike squad.

That was a good round of shooting! Not rolling particularly above average, but making the most of the opportunities presented, namely an exposed warlord and bunched up troops. Having re-rolls on most things also really helps even out the dice and make shooting a lot more reliable.

Strong start for the Wolves.
 
Eldar turn 1 - Push into range and close on the relic
 
Eldar Turn 1
Everything pushes forward to engage, but is mostly (deliberately on my part) out of range. Dire avenger shots with quasi rending and the large blast from the fire prism prompt two plasma hunter packs to go to ground, as do the blob (wasn't intending to move onto the relic yet). Fire dragons on the flank take a wound off a hyperios with a fast shooting exarch (unlucky not to get two and remove a model).

With the fire dragons generally out of range and the wraithlord still out of charge range, there was little damage done this turn. Personally, I would have used battle trance to move back into cover, but already things are looking bad for the pointy eared space ninjas.

 
SW+IG turn 2 - Working through the enemy troops
 
SW+IG Turn 2
Continuing down my target priority list, I will use this turn to try and gun down as many of the remaining dire avengers as possible. If I can obliterate all of the enemy troops, even with warlord and line breaker secondaries, there is no way for the Eldar to win. With my reserves are very likely to come in this turn if I can cast scrier's gaze, all of which can potentially push for line breaker. I'm now confident that I've got the game in the bag, even without the relic. I will also target units with long range anti-tank so I can keep the razors available for moving troops around if required.

So the priest manages to get the power off, and the two melta hunter squads deploy into cover to rapid fire the fire dragons on the flank. I can re-mobilise over the next couple of turns to push for line breaker. The razors also line up shots on the now out of cover dire avengers on the opposite flank.

The vendetta comes in flying, targeting either the wraithlord or fire prism. The two embarked plasma hunter squads stay inside and push a little more toward the centre with the company command squad.

Shooting from the melta hunters thins the fire dragons down significantly, and the hyperios, plasma and a razorback take out the two vypers. I decide to shoot the vendetta at the wraithlord (perhaps should have shot the fire prism, but I didn't want the MCs to make combat) with no effect.

The rest of the army whittles the dire avengers down, killing one squad with the quads (without re-rolls) and halving another squad.

Looking good so far.
 
Eldar turn 2 - Threatening with the wraithlord
 
Eldar Turn 2
The remaining Eldar infantry decide to take cover with good views to the relic, and the wounded wraithlord lines up an optimistic charge on a depleted pinned squad of plasma hunters (presumably not wanting to risk being tied up with the mini-blob in combat). The prism really should hang back, but at this stage I think the Eldar were playing for kicks rather than with any real intent of winning!

Shooting takes a few casualties of different squads, but without the range to focus fire to eliminate squads, the best the Eldar could do was hope to force leadership tests.

In the assault phase the wraithlord tries the long charge into cover and unsurprisingly fails, whereas the flanking fire dragons (two left including the exarch) manage to make it in against a squad of melta hunters (4 remaining after shooting). I had expected them to multi-charge the razorback to nuke it with a melta bomb, but they didn't. Handbags proceed to swing for the rest of the game in this combat, with my hunters failing their counter attack and consistently failing to cause any casualties until the last round of the game for no loss in return. Thankfully this didn't matter to me, as at least the dragons were no longer a threat to either linebreaker or the relic.

With two full squads of fire dragons overlooking the relic but otherwise having yet to contribute to the game, I didn't really suffer any significant damage again thanks to range and cover saves.
 
SW+IG turn 3 - Taking midfield behind a razorwall
 
SW+IG Turn 3
This turn the last dire avengers have to go, as did the wraithlord. I also need to re-mobilise the melta hunters who weren't in combat to set up linebreaker next turn in case I don't want to drop off my platoon command squad. This was also the turn to move up and secure the ground around the relic so I could pick it up with any one of the 5 troop squads I had poised ready to pounce...

So I move up with all this in mind, blocking off the relic with a trio of razorbacks and disembarking the last two plasma hunters. I surround the wraithlord and prepare to rapid fire, whist the flanking melta hunters pile in their razorback and zoom across the board.

Heavy bolters wipe out the squad of 5 dire avengers in cover, except the flanking razorback which went flat out into the Eldar deployment zone. Mass rapid fire bought down the wraithlord with some FRSRF, and the left over fire halve one of the fire dragon squads as a bonus! Missiles and a now hovering vendetta fail to damage the fire prism.


The fire dragon vs melta hunter combat goes on...

Another good (but still average dice overall) round of shooting and some decisive movement. There is very little the Eldar can do at this point with so many opposing troop units ready to pick up the relic next turn.


(Tactical note) I've been trying to get better at setting up multiple targets for each unit. I'm generally quite pessimistic about what is needed to wipe a squad out, so well generally set up more than average fire power to try to ensure the job gets done. However, this can lead to wasted shots, so I try to do what I think is known in chess as ' forking' - setting up two or more targets.

Eldar turn 3 - Fire dragons finally get to blow stuff up!

Eldar Turn 3
With little left on the board, the Eldar prepare to sell their lives as dearly as possible. The half strength squad in the centre move around the razorback to get clear shots on the plasma hunters by the relic, whilst the full strength squad get into melta range of the middle razorback (I would have set up a multi charge on the two razorbacks, personally). The fire prism moves away from the melta hunters approaching its rear armour, but for some reason goes forward rather than sideways.

Doing the most damage the entire Eldar army had all game, the full strength fire dragons annihilates the central razorback (oh no, I've lost a 40pt tank, ahhh... /sarcasm), exploding it and luckily killing two hunters next to it (I forgot to remove it and mark it with a crater - oops!). The half strength squad slag three more and for a giggle the fire prism shoots a S9 lance at the hovering vendetta, penning and shaking it! I really don't know why it didn't shoot a large blast at the hunters or infantry squad, but hey, I didn't mind!

Everything passes it's leadership test, and the next turn would seal the game for me.

SW+IG turn 4 - Taking the relic any tying up loose ends

SW+IG Turn 4
Time to finish the Eldar off and grab the relic!

The flanking melta hunters bail out of their razorback into the Eldar deployment zone and line up shots on the full squad of fire dragons, staying in cover from the fire prism as much as possible.

The hunter squads close to the relic line up for short charges on the depleted fire dragons that ran around to the back of the razorback last turn, except for the furthest who decide to try a mid-ranged assault on the fire prism who's stayed too close. I decide that the mini-blob have the most resilience to hold on to the relic, if there's anybody left to shoot them!

Shooting obliterates the large squad of fire dragons and the last dire avenger (we'd both forgotten he was there since the first turn), whittles the small fire dragons down to just the exarch, but doesn't touch the prism (again!).

All the charges go in, but the fast shooting exarch gets a lucky two sixes on overwatch and kills two hunters on the way in! The hunters fighting the prism manage to take two hull points off and shake it, ensuring a further round off combat in the Eldar turn. In a stunning display of martial prowess, the exarch kills a grey hunter and then avoids I think 21 attacks back! I have visions of the Matrix. Terrified by the apparently invulnerable exarch, the larger of the two grey hunter squads decide to leg it!

At the end of the turn I couldn't believe that the exarch was still standing. Thankfully he was still contained and unlikely to be able to contest the relic...


Eldar turn 4 - Fire dragon vs melta hunter pillow fight finally ends!

Eldar Turn 4
With no movement or shooting, it was straight to combat. The prism was wreaked by krak grenades, the melta hunters finally ended the pillow fight with the flanking fire dragons, and the invincible exarch drew combat in the centre, leaving him as the only Eldar model left on the board!

We called it there, giving the Space Wolves & Imperial Guard the win with the relic, first blood, slay the warlord and linebreaker, and with only a single unit destroyed! 6-0 victory!
 
Mini-blob hold The Relic (Yes, I've since finished making the models!)
 
 
POST-GAME THOUGHTS
Well that went rather well, didn't it? I'm going to break down my comments into sections, ending with a look at my list.

Deployment
It just goes to show how important it is to deploy considering the risk that you may be seized. If you have some way of controlling the roll, say with Coteaz, then it's possible to be more aggressive, but here I don't think that there really was any need to take the risk. Had the Avatar been set up behind the hill and/or out of plasma range, it would have been much harder to take the warlord secondary so early. That I could also take first blood with the same unit made it a massive uphill struggle for the Eldar even before they got to move. 

Mission
In The Relic and Emperor's Will missions, secondary objectives are so important that I really have to question whether I'd ever want to take an aggressive warlord, as the points vs benefit generally seem too high for me. As I try to design my lists to take-on-all-comers at 6 game tournaments, I would expect 1/3 of the games to be significantly effected by whether my warlord died. I personally prefer to avoid a combat warlord, as they have to get stuck in to contribute to the game and that's generally where it's easiest for most armies to pick them off. I've tried running a thunderwolf lord with a unit of thunderwolves, and although great fun, I just felt that it was a lot of points for a unit that had a limited impact on the game for their points. The Avatar seems even more restricted, as although he has some metla shots at close range, his limited mobility means that it may be better to run him forward rather than shoot most of the time, and even then he's not that fast and can be avoided with deployment and mobile units.

Tactics
With first blood and warlord in the bag first turn, the rest of the game was really an exercise for me in not messing up. I'm happy with my overall threat assessment, game plan and target prioritisation, but I do think that even with a bad first turn the Eldar could have done more to try to pull it back.

Firstly, I'm not sure that Battle Trance was used to it's fullest effect in this game, and there were some obviously just-for-fun decisions being made. A big one for me here was the use of the fire prism, which I think is potentially a really good unit and could have caused me some serious problems. For example, even with most of the Eldar units destroyed, the area in the centre had no cover so if the fire dragons had exploded my razorwall (not unreasonable with that many melta guns), the AP3 large blast really could have done some damage and potentially kept me off the relic.

I would have sent the vypers around to harass my backfield, rather than just scooting up towards the centre. This would have threatened my warlord, and possibly forced me to divert fire power away from the centre. Also, although the windriders could potentially take the relic first turn, there was a good chance that I could still shoot them down in my turn. Looking back at the game now, I think that they could have been a lot more effective if they'd been kept safe for end game linebreaker or even just sent with the vypers to hit my back lines. 

Eldar List
My friend acknowledged at the start of the game that this wasn't what he'd consider to be a hardcore list. I stand by my initial assessment that the list had limited range, mobility and anti-air, and for me these are three of the most fundamental requirements for a good list. However, even some of the worst lists can carry some significant threats against your army, and what the Eldar lacked in range they made up for in close range fire power. In a relic game, this might have been used to greater advantage, knowing where most of the fighting was likely to be but not bunching up so much to get hammered by the quads.
 
I don't know if fire dragons are the auto-include they used to be. The units were too large and could have really benefited from a transport for each unit to get them into the game earlier, as I managed to avoid nearly all their shooting until I was ready to close in on the relic. Generally though I'm afraid it's back to the drawing board for my buddy in search of a more competitive list (he's threatening me with wraithwing Necrons next! Or maybe it will be double helldrakes again...).

SW+IG list
I'm finding that my list is working well and has a good range of tools. The heavy quad launchers continue to impress me, and showed in this game how they can pummel tightly packed formations, even when the targets get a 4+ armour save (dire avengers) or better (windriders). This game they wouldn't have benefitted from orders, and the company command squad pushed forward to plasma the Avatar early, so would have been out of range anyway. Against targets relying on cover saves, Fire On My Target! (re-roll successful cover saves) is going to be a nice little bonus.

I always like having a number of mobile troop units to react to whatever they need to, and so far the weapon load outs are working well, even if I do take the occasional casualty from plasma! Bring It Down! helps a little with this though. I still think that for 40pts, heavy bolter razorbacks are highly underrated given the mobility they offer to MSU troops. Also, in combination with the anti-infantry fire power of the quads, my opponents have the choice of clumping up in cover to get a save against the heavy bolters, or spread out to avoid massed casualties from the barrage blasts. 

Even with no enemy fliers to target, the hyperios missile launchers were still incredibly useful in providing missile support at range where and when it was needed. At similar points cost on a unit-for-unit basis, I can't see any reason why I would take Long Fangs when I can take these with skyfire, interceptor and T6. Otherwise, I would also still like the list to be better at dealing with AV13-14, so maybe in time I will swap these out for lascannon sabre platforms (which would go in the 1850pts version of the list anyway).

SUMMARY
Well for those who made it this far, thanks for reading! I hope that this report has given you an idea of my (rather involved) thought process throughout the game and how these considerations inform my list building. I'd be really interested to hear if you would have done anything different, or have any tactics to share!

List-Fu: New Eldar Mechdar list

CMON - hors

Having managed to get hold of the club's copy of the new Eldar codex, I thought I might have a go at writing a list or two based around the new book to try to understand it better. I'm coming at this from an opponents eye view, and will give my first impressions and attempt to write a balanced pure Eldar list to try to understand the codex's strengths and weaknesses. First up is mechdar. Before giving you each list, I'm going to go through the thinking behind the unit selection.

Wave Serpents
As with most of the internet, I agree that initially wave serpents look great. The shield gun is very nice, if a little unpredictable, and with a scatter laser upgrade to give it twin-linking provides a decent mid-strength, cover ignoring weapon. Pinning is a bonus, but not something I would rely on. I'm thinking that I would use these as a main battle tank accessed from the troops FOC, with the added ability to transport troops in a fairly resilient box. For now we'll take 4 with minimum squads of dire avengers as the cheapest way of unlocking the wave serpents, and come back later to consider the rest of the troop choices.

Heavy Support - Fire Prisms
Since we're going mech, I look to the heavy support slot and start looking for hulls or something equal in resilience to try and increase target saturation. For me, the stand-out unit for this role is the fire prism. Comparable in cost to a rifledread, the fire prism's main gun brings superb versatility, with the ability to choose (yes choose - no rolling a dice to decide folks!) either an anti-MEQ large blast, anti-TEQ blast or a S9 AP1 lance shot. That is a lot of tools covered from one unit, and for this starter list I'll take 3.

Although the wraithknight appears to be a tough beast with T8 and W6, it only has a 3+ so it is vulnerable to missile and lascannon equivalents. Really, the wraithknight is equivalent to AV12 with 6 hull points that you need to glance to death. And for something that cost as much (or even a lot more) than a land raider, a decent shooty enemy army should be able to concentrate and whittle it down fairly quickly if required. But even then, is it's damage output strong enough to be a priority target? I'm not so sure for the points. I may be proved wrong, but I would prefer to take the fire prisms in a mech list.

Fast Attack
Moving to fast attack and noticing that so far the biggest hole in the list is anti-air, I start considering whether to take a couple of crimson hunters. Compared to the big 3 fliers (night scythe, helldrake, vendetta), in my opinion it follows the general 6th edition trend of being a decent but not jaw dropping unit.

It's offensive potential is fantastic against other fliers, but two things in my opinion hold it back. First is AV10 all round - it so fragile and such a high threat to your opponents fliers that it is likely to be targeted and bought down asap. Interceptor guns go giddy with excitement at the chance to shoot at this thing, and if you're facing forge world or Tau this is a huge problem. Even an aegis line with a quad gun has a good chance to bring the crimson hunter down. Add to this that if you're coming on before you're opponent's fliers, there is a strong possibility that your paper plane isn't going to get a change to fulfil it's primary role. Secondly is it's points cost - I'd prefer to have a vendetta that is 30pts less, as AV12 front and sides and can also carry troops.

However, we need anti-flier, so rather than write off the crimson hunter too hastily, let's consider what could be done to protect it.

First priority is getting it to arrive at the right time (i.e. after the enemy fliers). What can we get for free or little cost that helps reserve manipulation? Well, firstly there's the strategic warlord traits. This is the most useful (read - has the least number of useless rolls, and some handy rolls) table, and gives a 1/6 chance to get the re-roll reserves trait. Not something that is ever going to be reliable in getting, but it's free so there's a good reason to give it a go. Next is psychic powers, and if you're taking a farseer you can have three rolls on the Divination table. That's three opportunities to get scrier's gaze, which can be brilliant on turn two to pretty reliably bring in or hold off your reserves. Otherwise there is an autarch for the +1/-1 to the reserves roll, mount him up on a jet bike and equip him as a harassment unit. Not sure on this in a mech list though, so I would probably lean towards the farseer who I expect to be more useful by casting other powers from the safety of backfield.

So there is some hit-and-miss potential for reserves manipulation. Next is protecting the crimson hunters on the battlefield. Against a 48" interceptor gun, it is possible to try and stay out of range (or ideally out of line of site entirely). Against multiple interceptor guns that is a lot harder to achieve, especially if your opponent has wisely spread them out to cover as many angles and as much of the board as possible. So that forces us to try and create a safe zone to fly into when we come on. The range of the wave serpents and fire prisms do offer a possibility of targeting the interceptor guns/units early on one side to try to create this safe zone. It really depends on terrain, your opponent's army and deployment at this point, so it's by no means a reliable tactic, but it is something to consider if the situation arises.

Is this enough to warrant taking the crimson hunter? I'm not sure yet. Fire dragons on a quad gun have some potential, but this would be a foot element in an otherwise mech list so far. Lets stick with two crimson hunters for now and see where we get to with points.

HQ
Aiming for reserve manipulation and added utility powers, let's go with a bare-bones farseer. Quick note here is that they lost the board-wide runes of warding, so Wolves now have the best psychic defence in the game (good for my Space Wolves!). This makes other army builds like psychic-choir 'nids more reliable.  

Troops
A quick total of the points takes us to 1535pts. The list is currently very light on troops for my liking, so to take it to 1650pts I would take out one fire prism and add another 5 dire avengers with a wave serpent and throw in a small backfield unit of rangers to sit in cover. That makes 1655pts, so take off a scatter laser to hit the correct points.

1650pts Eldar Mechdar list - First Impressions

Farseer

4x 5 Dire Avengers, Wave Serpent with scatter laser
5 Dire Avengers, Wave Serpent
5 Rangers

2x Crimson Hunter

2x Fire Prism

1650pts

That's 7 mobile AV12 hulls, 2 AV10 fliers, 6 minimum sized troops and a utility HQ. This list packs some respectable mid-strength firepower, decent anti-MEQ/TEQ, anti-vehicle (light to heavy), and excellent anti-flier (if it gets to shoot!). The fire prisms can also provide a number of large blasts, but otherwise the anti-horde is just ok rather than amazing as the dire avengers should be sitting in their boxes to keep them safe in objective games and only getting out at a critical moment if required.

Playing against this list, I would notice the low number of squishy troops and paper-thin fliers, and possibly vulnerable HQ. However that is a fair few AV12 hulls to work though at this points level, also assuming a jink save all the time. I would expect the Eldar to try use their mobility to keep away and shoot as much as possible, before a late game objective grab with the dire avengers. This means that I would probably push mid-field, try to pop the paper airplanes and look to take out the scoring troops a unit at a time.

To bring the list to higher points levels I would probably look to introduce some allies to shore up the low number of troops, taking out the rangers to free up some more points. Less fragile anti-air would also be on the shopping list! I would maybe consider Tau for this, kroot could provide some temporary bubble wrap to keep the Eldar hulls away from alpha striking drop pods and on-coming mid-fielders, plus a commander and battlesuits on a quad gun would assist with anti-air. Other options are available though, so this is not necessarily the best choice!

Conclusion
Well that's a starting point at least, and it has been interesting to put a list together to highlight some of the potential strengths and weaknesses of the codex. Please feel free to add your thoughts! Now to take a look at an infantry based list with jetbikes and war walkers...

Further reading
CONCEPTS: Mech in Early 6th

List-Fu: Josh Roberts, 1st at Caledonian Uprising '13

The Warhammer Forum

Results are in for this weekend's Caledonian Uprising tournament, with UK number one ranked player Josh Roberts taking his Necrons through a strong field for the win.

83 players out of the intended 94 players braved the snow to make what is one of the highlights of the UK tournament scene's calendar, with a significant proportion of the top ranked players in attendance. By round three out of five, the top ten tables were dominated by Necrons and Daemons.

For anyone interested, pdfs of of the rules pack and all of the 1850pts lists can be found on the Warhammer Forum here.

Before getting to Josh's list, a few brief observations on the tournament and overall lists:
  • Following the UK trend, Forge World was allowed. A good number of marine and guard lists had hyperios or sabre defence platforms, but surprisingly few brought contemptor dreads. There also only a couple of lists with lucius pattern drop pods (a Space Wolves list with 3 and one in a vanilla marines army. No Blood Angels blender dreads though!). Looking at the overall results and given that the players seemed generally aware and able to incorporate Forge World units into their armies (as with the 40kUK Heat 2 I attended at Brighton in October), my current opinion is that allowing Forge World in tournaments doesn't appear to be breaking the game in the way that much of the internet would seem to believe. The lists on the top tables currently generally appear to be 'pure' GW lists. Something for further thought anyway...
  • Anti-Daemons/Wraiths tactics were notable in many of the vanilla Space Marine lists, using the Null Zone/Thunderfire Cannon combo. Given the results, it didn't seem to help much!
  • For most marine armies, drop pods predominantly replaced rhinos/razorbacks, with the notable exception being Grey Knights making the most of the strength 6 razorbacks. For my initial thoughts on mech in 6th see this article here.
  • Approximate army breakdown (attending): Necrons (15), Tyranids (8), Daemons (7), Eldar/Dark Eldar (7), Double Space Marines (7), Space Marines (6), Imperial Guard/Space Marine variant (5), Grey Knights (5), Eldar & Friends (4), Orks (4), Tau & Friends (3), Chaos Marines (3), Space Wolves (1), Others (9). 

The Warhammer Forum

Anyway, the winning list:

1850pts Necrons, Josh Roberts

HQ 1: Necron Destroyer lord, Sempiternal Weave, Mindshackle Scarabs
HQ 2: Necron Destroyer lord, Sempiternal Weave, Mindshackle Scarabs

Troop1: 10 Immortals, Tesla Carbines
Troop2: 5 Warriors, Transport1
Troop3: 5 Warriors, Transport2
Troop4: 5 Warriors, Transport3

FA1: 6 Wraiths
FA2: 6 Wraiths
FA3: 5 Wraiths

HS1: Annihilation Barge, Tesla Cannon
HS2: Annihilation Barge, Tesla Cannon
HS3: Annihilation Barge, Tesla Cannon

Transport1: Night Scythe, Troop2
Transport2: Night Scythe, Troop3
Transport3: Night Scythe, Troop4


The basics of the winning list comprises of the now familiar set-up of fast, durable wraiths with destroyer lords tanking strength 8 shots up front, backed up by the strong supporting fire power from the triple barges plus air support and durable objective grabbing from the night scythes and warriors.

Of course there is a lot more subtlety to playing the list, and the army does have it's weaknesses (AV13+ at range? Other suggestions welcome!). However, comparing this army to my list building requirements, you can see that it covers the bases well and avoids all but the most basic upgrades, leaving an efficient balanced and focused list.

There were a lot of Necron lists this year, all pretty much variants around the above theme, managing to hold off the 'unbeatable Deamon lists', Tyranids (doing well Stateside), and plenty of other strong Forge World enhanced, anti-flier capable lists.

So congrats to Josh on the win! If anyone has any tips using or playing against this type of list, please feel free to add your thoughts!