The latest incarnation of my 1500 point list is as follows:
Farseer - Fortune; Doom; Eldar Jetbike; Runes of Warding; Singing Spear
Autarch - Eldar Jetbike; Banshee Mask; Laser Lance; Fusion Gun
6 x Dire Avengers - in Wave Serpent w/ TL EML
5 x Dire Avengers - in Wave Serpent w/ TL Bright Lances
5 x Fire Dragons - in Wave Serpent w/ TL Shuriken Cannons
5 x Fire Dragons - in Wave Serpent w/ underslung Shuriken Cannon and TL Shuriken Cannons
3 x Vyper Jetbikes in a squadron - each w/ Scatter Laser and Shuriken Cannon
5 x Warp Spiders - including Exarch with dual Death Spinners
Night Spinner artillery vehicle
Following the above-noted article's lexicon, I have three types of units available to me:
- Assault - These are units going forward to destroy, delay, and distract the opponent: Warp Spiders, Fire Dragons in Wave Serpents
- Support - These are units sitting back and providing heavy fire into the kill zone or otherwise supporting the rest of the force: Farseer, Vyper Jetbikes, Dire Avengers in Wave Serpents, Night Spinner
- Security - These units are there to fight off counter-attacks and kill or delay enemy reinforcements: Autarch
An example of mostly good execution is Game Six - Temple of Doom. I used the central temple to mask the initial deployment and movement of my skimmers. I protected the rears of the skimmers with jump infantry and jetbikes, so Charles dropped the Daemon Hunter Terminators into the northwest table quarter, to deal with the inevitable arrival of my mounted Apects, who were placed to move up west of the temple. However, this deployment put the Terminators into the kill zone of the Vypers, who ended up torrenting the Terminators away. The second Avenger skimmer moved east, to draw fire away from the three-skimmer phalanx coming up the middle/west. That lone Serpent had a Bright Lance, so it could not be ignored completely. As it turns out it was destroyed, but by using terrain and each others' hulls for cover, the rest of my transports and their Aspect Warriors got where they needed to be - in the face of the enemy Grand Master.
Bad execution was evident in Game Five - Sulfur Flats. I already mentioned the boneheaded consolidation move I made. I needn't have made it all, though. In hindsight, my deployment of the Vyper Jetbike squadron was very bad. I had thought to use it to get the attention of the Guard vehicles/infantry on the western table half. However, the missile launchers of the infantry could reach the Vypers, knocking out two of them, and Brock wouldn't conveniently maneuver his tanks to give me shots at weaker armour facings. Rather, the Vypers should have been deployed in the southeast table quarter, giving support fire onto the Guard lascannon squad. I could then have left the Eldar HQs behind the rocky outcropping to the east, threatening a counterstrike against Straken and his command squad. Time and distance would have kept the western Guard vehicles and infantry out of most of the fight.
I've started thinking about the Las Vegas invitational next year. I am inclined to take this list using these models, since the tourney will probably be at the 1500 point level.
Some Astro alumni have told me that this particular Eldar force is not optimized for non-Astro style scenarios. However, I've used it with success in basic scenarios from the main rulebook and from the Battle Missions book.
I would appreciate any constructive thoughts regarding tactics or list construction.