A continuing update of progress with the eldar.  I've included a few pictures of the work done so far regarding painting (Being the only 1 so far who has made no effort at all and further shamed by Si's work on his nids i felt compelled to pull my finger out, lol).  Following this week's frantic paint splashing there's just the war engines and 1 falcon troupe - which needed some repair work doing, left to do.  I'm actually really enjoying painting this army.  (Apologies for the quality of photography, i'm still trying to get the hang of taking model pics)
To date my favourite list has been:
Webway:  Even if i don't use this to transport troops to the game it's effect on an opponent's set up and abjective placement is absolutely worth 50 pts. ÂÂ
Avatar - FreeAspect warrior warhost: 2 x Scorpions, 4 x Dire avengers, 2 x Firedragons inc exarch and autarch + Wave serpents - 600.  This fm is pure gold and has never once let me down.  The addition of the scorpions was a wonderful idea.  I do sometimes lose out on a few good FF attacks due to not being able to get the scorpions into BtB but the advantages definately outweigh this.  Firstly i don't fear the countercharge move if i'm forced to engage in a difficult to position, clipping FF engagement.  The CC attacks can sometimes be used to engineer assasinations, especially on those damned commisars if my opponent has been careless and their use as a human shield (With a superior armour save) and volounteers for first casualty removel are fantastic.

Guardian warhost, 3 x weapons teams, 3 x support platforms: 200:  Truly excellent fm.  Can be used both defensively and agressively (Although often passively).  No matter on who/what you're playing they can get the job done. Playing spacemarines?  Sit on the blitz, in cover and overwatch.  Sit on an objective after coming through the webway gate and ensure it's secure, or maximise the mobile web portal and get into isolated fms, creating crossfires, stacking up blast markers and adding supporting fire, particulary for the avatar.  Not to be forgotten the unit brings the ability to retain twice and in addition doesn't suffer a -1 for activation if retaining, making it an ideal part of any crushing blow.


Windrider host - 200: Very quick and quite survivable - which is quite a valuable commodity in an eldar list. A great unit for threatening objectives and CC specialists.  Also fantastic at gutting small artillery batteries when used in combination with the storm serpent.
Falcon Troupe inc 2 firestorms - 250:  I'm often asked why 2 firestorms?  My personal bias is towards preventing the enemy getting easy hits and blast markers on my army.  With it being rather fragile this is obviously not an ideal situation, lol.  The firestorms are still quite capable at shooting and provide the unit and who-ever it's supporting with what is effective a death zone for flyers of nearly all races other than marines.  You guys will probably remember the difficulty i had with getting these just right during the early games.  I think i've just about got the hang of the falcons.  They require a steady hand and you need to have a good idea of their limitations. ÂÂ



Falcon Troupe inc 2 firestorms - 250:Storm serpent - 250:  A useful but not essential part of the army.  I have reduced the amount of things (And points spent) on units that enter play from the webway as the list has progressed.  The storm serpent was a constant worry as both myself and all my opponents could identify it as a very obvious weak link in the army.  Getting warp spiders into position was often precarious and took up too much effort for the pay off.  The guardians and windriders are rarely an essential part of the battleplan and are both perfectly happy to enter play from the webway.  So while the SS is still useful (Hence it's inclusion) and gives me options to be devious, i have effectively reduced it's status as "Weak link" by shying away from the "1 single killing blow" way of building eldar and concentrating on overall flexibility and speed.
Void spinner - 250: 120cm range?!  Yes please!  I'd have 2 if the void spinner wasn't so damned useful.
It's also my firmly held view that these really are the only 2 eldar superheavies worth bothering about.  Used as support rather than as part of a main assault, eldar superheavies are just too fragile to throw at the enemy.
Phantom, powerfist - 750:  I've found this guy to be a beast!  When i was using the revenants i found that, although their striking power was good, they lacked staying power and i often found myself wasting half their firepower by hiding when they were reduced down to 1 - as they are just too fragile and easy to break.  The Phantom gives me a good solid BTS and has plenty of tricks up his sleeve.  Switching to the powerfist was the best move i've made regarding this list to date.  It forces me to get closer and put more thought into who and what the titan is going to engage.  After a few initial problems getting the balance just right, i think i've finally got the hang of the Phantom and he's rapidly started stacking up some impressive kills.
Vampire - 200:  For the afforementioned, free, easy hits on things the enemy doesn't want me to hit. Also a useful activation for forcing the enemy to progress with his plan, having little knowledge of what/ where i'm likely to strike (4 fms off the table and the rest with an average move of 30 cm (- 1st 2 activations can be artillery and the vampire, so 2 activations with still no indication of what the hell i'm up to.) Useful for adding blast markers and strafing broken fms, it's inclusion ensures an advantage to me unless the enemy has invested an amount of his points into AA (And hence not things that will kill the real threats in this list).  Also comes in handy when you're being beaten by guard, to land on an objective and contest it turn 3.  ;o)
3000 pts