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How to kill a Falcon?


SJumppanen

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Anybody with any experience with eldar and taking out Falcons?

 

Any other suggestions for anti-eldar fights for SoB.

 

This is his list, it obiviously doesn't have all the upgrades in it so keep that in mind.

 

Corsairs of Kiriell Lathuin

 

Kiriell Lathuin, autarch

 

Thalantuin Hopeatähti, farseer

+4 warlocks

 

troops:

 

dire avangersx9

+exarch

 

dire avangersx9

+exarch

 

elites

 

bansheesx8

+exarch

 

fire dragonsx6

 

harlequinsx6

 

fast

 

vyper

+star cannon

 

vyper

+bright lance

 

shining spearsx5

+exarch

 

heavy support

 

wraithlord

 

falcon

+starcannon, shuriken cannon, holofields, vectored engines

 

falcon

+starcannon, shuriken cannon, holofields, vectored engines

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Falcons are a relatively low-priority kill for me most of the time. They generally don't have the firepower to earn back their points quickly, and are far less dangerous than say... the squad of Dark Reapers across the table.

 

Remember, a Falcon doesn't have a large transport capacity, so they'll usually be dumping out Fire Dragons, or another elite squad, if they are transporting anything at all.

 

If they aren't transporting, ignore them. If they are transporting, your best bet is to wait until they deploy whatever it is... kill that, then go back to killing the rest of the army that isn't a Falcon.

 

I apply the same strategy (with great success) to Necron Monoliths.

 

Essentially - this applies to all battles - if it takes too many dice to deal with it reliably, don't target it unless it's your only reliable target option. Find something else that's easier to kill. WH40k is a numbers game, and a Falcon's numbers on offense are kinda low, and on defense are kinda high. So go after where his offensive numbers are high, and with a lower defense. Move the numbers in your favor by fire and maneuver.

 

Eldar are especially vulnerable to hitting units other than the Falcon, since those units tend to be specialized. If you break the army synergy, the Falcon is merely an annoyance.

I felt tempted to say something to the effect of 'Heavy Bolter Retributors, Target his Avengers and Win on Objectives', but that is somewhat less than helpful. My next suggestion included podding combi-plasma sternguard in its rear arc and unleashing, again this has its own draw backs.

 

On a more serious note, you might try Krak equipped 'Phim. No worse than a 4+ to hit, right? Always touches the soft rear plating, with enough dice you should at least be able to disable it, even after re-throws.

Falcons are a relatively low-priority kill for me most of the time. They generally don't have the firepower to earn back their points quickly, and are far less dangerous than say... the squad of Dark Reapers across the table.

 

Remember, a Falcon doesn't have a large transport capacity, so they'll usually be dumping out Fire Dragons, or another elite squad, if they are transporting anything at all.

 

If they aren't transporting, ignore them. If they are transporting, your best bet is to wait until they deploy whatever it is... kill that, then go back to killing the rest of the army that isn't a Falcon.

 

I apply the same strategy (with great success) to Necron Monoliths.

 

Essentially - this applies to all battles - if it takes too many dice to deal with it reliably, don't target it unless it's your only reliable target option. Find something else that's easier to kill. WH40k is a numbers game, and a Falcon's numbers on offense are kinda low, and on defense are kinda high. So go after where his offensive numbers are high, and with a lower defense. Move the numbers in your favor by fire and maneuver.

 

Eldar are especially vulnerable to hitting units other than the Falcon, since those units tend to be specialized. If you break the army synergy, the Falcon is merely an annoyance.

Quoted for truth.

 

Definitely be wary of the 6 models a Falcon is carrying. If it's not Fire Dragons it's Harlequins, and if it's not Harlequins its Banshees. All of them, small units though they be, are more than capable of punching through a weakly supported unit and collapsing a flank. So take the Falcon seriously as a transport, because there is no good way to take it down. At all. The odds are just too high against you, so don't even attempt it. Instead, castle up and be prepared for the troop unload. If you're lucky enough to be facing a gun platform Falcon and not a transport-o-doom Falcon, just ignore it. Space elves are pretty squishy, go after them instead.

You know, I cannot stress how and Exorcist or 2 would solve your Falcon Problem. On a side note however, I would recommend that you try out a cheap elites Inquisitor with Hammer of the Witches just to see what happens. Could be funny If you managed to pop his Farseer and Warlock bodyguard, and it just may draw some of his fire to your Inquisitor which will help the rest of your army to survive longer.

Two Exorcists focusing their firepower against the falcons should kill them fairly quickly. You should still get enough hits even with skimming moving fast to slow or stop it entirely.

Instead of the Exorcists, a small squad of celestians with meltas will do the trick with an Immolator transport. Jump the celestians out to attempt to pop the tank. If you succeed, the Immolator then flames the troops. If it fails, the celestians can go invulnerable and pin the enemy unit in a HtH. Either way, you've neutralized the unit inside.

Unlike everyone else who has posted, I see that there are a lot of dangerous units in that list. Warp Angel, would you ignore predator tanks for the same reason? Falcons have 3 guns: the pulse laser (think double shot bright lance equivalent), a star cannon, and the shruiken cannon. Multiply that by two, then have a pair of them ripping around your flank and popping side armour on tanks, and hitting units that haven't the range to hit back. With holofields and Vectored engines, those bad boys were built to last, and you can forget sending seraphim after them - if the player is good, you won't ever get the chance to even touch those tanks. There are vypers, which I would have flying with the falcons and throwing in angled shots for good measure.

Two Exorcists, Grabsnikk, already have a target (provided they survive the first salvo) in the way of a wraithlord: ignore it, and it will eat you.

I see that your opponent has taken a full squad of shining spears as well - a very good choice (though Warp Spiders tend to be better) as these guys are utterly lethal to anything short of a mob of orks. They'll gobble up any stragglers and blow any tank you leave exposed, so they cannot be ignored either - so Elnot's idea of Celestians in an Immolator would flub - the transport would be dead as soon as it showed itself, and soon after the squad would die as well.

The Banshees appear to be on foot, and (as a player who runs a similar squad) I can tell you that even on foot they are going to cause plenty of problems (IMO more than they would if mounted). Odds are he'll run them up under cover fire and use them to mop up any large infantry mobs (which they are more than capable of doing) then, assuming you have a book, sit and enjoy combat in your turn as well.

Also, hammer of the witches is likely to backfire - runes of warding will kill you. It is much better to try and nullify his powers with a hood.

 

So what can you do? So far every poster has suggested the 'tried and true' tactics for sisters "insert exorcist, flamer, and melta into the enemy army, and watch it die." I think numerous millitary leaders have tried similar things in the past (the US in vietnam comes to mind), go by their example: it doesn't work. Play aggressively against mobile Eldar with a Sister list, and you will die horribly while he suffers little in return. Chaos Marines, Orks, Space Marines, and Tyranids can get away with that tactic: Sisters of Battle can't.

As an Eldar player and a Sisters player, I know the most effective tactic for me is to turtle. Deploy tightly, and use the superior range of exorcists to hold the tanks at bay, while using heavy bolters to drive off the infantry. DO NOT spread out and try to engage him - you will be picked apart. Shoot for the easy kills first - vypers may seem little more than annoyances, but when they go down, they stay down. His Dire Avengers can only move on foot, and have low range, though in a battle against a Sister squad, they will win almost every time. Heavy bolters should deal with them. Harlies and Banshees should belong to your Canoness and her seraphim (assuming you jump, and are willing to dish serious faith into them) Dragons should be ignored until they are revealed, but so long as you aren't agressive and keep your tanks covered, they shouldn't get too many chances to burn you. The Spears will be nearly impossible to engage on your terms, so keep your ranks tight and dare them to come to you (unless you have some sneaking Inquisitorial agents that you can drop on them. Orbital Strikes should not be discounted either: place it centrally to deny large portions of the field to your enemy.

 

So, general rules to live by:

1- Keep your formations tight

2- Don't press an attack unless it is absolutely necessary, and when you move, move en mass.

3- Use your range to your advantage. His longest range appears to be 36" - use this to your advantage.

4- Bait his more surgical untis into foolish attacks

5- Kill the easy targets first and the threatening ones second.

6- Don't fret over that which you cannot control. If there are units he is reluctant to commit, DO NOT break your formations in an attempt to go get them.

7- Minimize your losses, DO NOT attempt to maximize your gains.

 

Lastly, pray he never brings reapers, as they can cause a whole world of pain when added to a list like this.

Falcons have 3 guns: the pulse laser (think double shot bright lance equivalent), a star cannon, and the shruiken cannon. Multiply that by two, then have a pair of them ripping around your flank and popping side armour on tanks, and hitting units that haven't the range to hit back. With holofields and Vectored engines, those bad boys were built to last, and you can forget sending seraphim after them - if the player is good, you won't ever get the chance to even touch those tanks.

 

If you present a Falcon from that angle, they sound awesome. They have problems though;

 

1. BS3 (the only twin-linked gun is the ventral shuriken catapult)

2. He can only fire one main gun if he moves over 6" (thats why most people take a bright-lance as the secondary, cos the pulse laser is all they normally fire; against heavy armour you need the extra punch of a bright-lance). If he uses Vectored Thrusters, he can't shoot (cos the extra movement is conducted in the Shooting phase).

3. Oppertunity cost; In the same slot (and arguably for much the same points), I could field a Fire Prism. It has better firepower, even without a twin to join beams. With a pair of Fire Prisms, you punch out a S6 AP3 large blast or a S10 AP1 blast at 60", and you can re-roll the scatter if need be. That is some serious firepower.

If you need to supress Marines, Dark Reapers are without equal. The Exarch's Tempest Launcher ignores most cover saves (you have to actually be in cover to claim cover saves against it), so he'll be using Fast Shot (thus generating 3 x S4 AP3 blasts a turn, plus the 8 regular shots from the squad). Doom the enemy MeQ's, then watch them dissolve.

 

The major caveat that the Falcon possess is being a nigh-invulnerable transport for a precious Harlie, Banshee or Dragon squad. However, with SMF now gone, penetrates are a real possibility. When moving over 12" it can claim a 4+ cover save, but overall it's now more fragile (because it has to choose between moving insanely fast for that 4+ cover save, or shooting). Mind you, you can Fortune it's 4+ cover save with a Farseer, so it may end up becoming a fair bit tougher. However, should you cause a penetrate (given it has AV12 it's not hard), you will blow it up.

 

 

As for killing it with Inquisition, I usually ignore it. Cover saves make it's BS3 and low ROF useless. When the squad inside hops out, they'll probably destroy something. However, True LOS means the Dragons can't hide behind the Falcon (in a pseudo-FoF), so you'll have ample oppertunity to obliterate them. In the case of Harlies/Banshees, they'll probably annhilate whatever they charge, which means they end up flat-footed inside rapid-fire range of your other squads.

You know, I cannot stress how and Exorcist or 2 would solve your Falcon Problem. On a side note however, I would recommend that you try out a cheap elites Inquisitor with Hammer of the Witches just to see what happens. Could be funny If you managed to pop his Farseer and Warlock bodyguard, and it just may draw some of his fire to your Inquisitor which will help the rest of your army to survive longer.

 

I'd rather use 2 Exorcists to kill infantry, war walkers, jet bikes, wraithlords, or just about anything else than divert firepower to a Falcon.

 

Melta that thing when it gets close enough to drop its squad. Or Exorcists of course. Or a Chimera. Only Armour 12 , right? Plasma from ISTs.... the list goes on. Inferno Pistols...etc.

 

One or two melta weapons are notoriously unreliable for taking out a single Falcon, and if your opponent is halfway good, then the first shot you'll get at double penetration (or at all) is the round AFTER he drops off troops. At which point, you're being eaten by Harlequins, Banshees, or have Fire Dragons reducing your squad to puddles of overheated goo.

 

Stay in cover, shoot units that you can reliably kill, and wait for the inevitable dumping of infantry. Like I said in my first post though, if it's the only/best shooting or assault option you've got, go for the Falcon. If you have any other decent options, ignore it.

Unlike everyone else who has posted, I see that there are a lot of dangerous units in that list. Warp Angel, would you ignore predator tanks for the same reason?

 

Predators are far easier to kill than holo-field equipped Falcons. Much easier. They also tend to be relatively static, so they get to use their three guns more often than a Falcon does. Oh, and they have BS4, hitting 2/3 of the time instead of 1/2. Which means that on the Offense/Defense balance sheet, they're higher on offense, lower on defense, and much higher on the threat radar. Like everything else on the table though, I need to balance it's threat rating against the mission and other units on the table. Falcons tend to run way too high on defense, and (because of BS3/tendancy to move a lot) low on offense.

 

Falcons have 3 guns: the pulse laser (think double shot bright lance equivalent), a star cannon, and the shruiken cannon. Multiply that by two, then have a pair of them ripping around your flank and popping side armour on tanks, and hitting units that haven't the range to hit back.

 

If they're ripping around the flanks they can't fire all three of those guns in 5th. If you've got your flanks unsupported, that's a deployment issue against Eldar. One of the ways to minimize the effectiveness of an Eldar army is to spread your army out, leaving their elite H2H and shooting units without a reliable follow-on target. This requires solid tactics allowing overlapping fields of fire - so you can cover the area where another unit is/was - and take out the Eldar in between assaults.

 

 

With holofields and Vectored engines, those bad boys were built to last, and you can forget sending seraphim after them - if the player is good, you won't ever get the chance to even touch those tanks. There are vypers, which I would have flying with the falcons and throwing in angled shots for good measure.

 

Which means that you've got THREE non-scoring units in a list that's already iffy on scoring units. 2/3 of your missions should be winable as long as you don't get wiped. Vypers are also the perfect example of a higher priority threat than the Falcons. They have similar firepower, but are far more fragile, making them an easy target priority choice over the falcons.

 

Two Exorcists, Grabsnikk, already have a target (provided they survive the first salvo) in the way of a wraithlord: ignore it, and it will eat you.

 

Another perfect example of a higher priority target.

 

I see that your opponent has taken a full squad of shining spears as well - a very good choice (though Warp Spiders tend to be better) as these guys are utterly lethal to anything short of a mob of orks. They'll gobble up any stragglers and blow any tank you leave exposed, so they cannot be ignored either - so Elnot's idea of Celestians in an Immolator would flub - the transport would be dead as soon as it showed itself, and soon after the squad would die as well.

The Banshees appear to be on foot, and (as a player who runs a similar squad) I can tell you that even on foot they are going to cause plenty of problems (IMO more than they would if mounted). Odds are he'll run them up under cover fire and use them to mop up any large infantry mobs (which they are more than capable of doing) then, assuming you have a book, sit and enjoy combat in your turn as well.

 

It almost seems like you're agreeing with me. My interpretation of what you're saying is "Watch out for the Falcons, except that you can't ignore the Banshees, Wraithlord, Shining Spears, or Vypers." Given that ALL of the above are either _easier to kill AND have more combat potential than a Falcon_ OR ultimately more dangerous than the Falcon and require the same shooting firepower to take out (AKA wraithlord), you seem to be supporting the premise of my first post rather than disagreeing with me like this post seemed to start.

 

.... SNIP... As an Eldar player and a Sisters player, I know the most effective tactic for me is to turtle. Deploy tightly, and use the superior range of exorcists to hold the tanks at bay, while using heavy bolters to drive off the infantry. DO NOT spread out and try to engage him - you will be picked apart. Shoot for the easy kills first - vypers may seem little more than annoyances, but when they go down, they stay down. His Dire Avengers can only move on foot, and have low range, though in a battle against a Sister squad, they will win almost every time. Heavy bolters should deal with them. Harlies and Banshees should belong to your Canoness and her seraphim (assuming you jump, and are willing to dish serious faith into them) Dragons should be ignored until they are revealed, but so long as you aren't agressive and keep your tanks covered, they shouldn't get too many chances to burn you. The Spears will be nearly impossible to engage on your terms, so keep your ranks tight and dare them to come to you (unless you have some sneaking Inquisitorial agents that you can drop on them. Orbital Strikes should not be discounted either: place it centrally to deny large portions of the field to your enemy.

 

The only things I disagree with here are the "tight deployment" and your continued emphasis on attacking his tanks. The sound tactic (IMO) is to deploy in such a way that all of your units provide supporting firepower, and expose any successful assault to withering counterfire, while ignoring the tanks in favor of more threatening/easier to kill targets. You're definitely right about taking the offensive not being a good idea to start the battle. Once you've got the casualty count significantly in your favor though, it's time to pull up stakes and advance and (sorta-Quoting Meilissa) "Burn their faces off".

 

So, general rules to live by:

2- Don't press an attack unless it is absolutely necessary, and when you move, move en mass.

3- Use your range to your advantage. His longest range appears to be 36" - use this to your advantage.

4- Bait his more surgical untis into foolish attacks

5- Kill the easy targets first and the threatening ones second. (Not quite my premise, target priority should balance high offense/low defense towards the top of the list - Warp Angel)

6- Don't fret over that which you cannot control. If there are units he is reluctant to commit, DO NOT break your formations in an attempt to go get them.

7- Minimize your losses, DO NOT attempt to maximize your gains.

 

Lastly, pray he never brings reapers, as they can cause a whole world of pain when added to a list like this.

 

Targets dont' get a whole lot higher priority than Reapers in shooting range.

Im going to have to agree with people, I have quite a difficult fight against a flying circus a while back, and initially I was all for using my meltas on his tlying tanks... did I scratch them? not a change. But the portion of my army I dedicated to killing his troops did remarkably well, the guardians are extra squishy and do not take much punishment well, dire avengers are next to useless at range (devs work wonders, 4x heavy bolters + ablative wounds) stay in cover, and even if he does get close to you, he has to make a difficult terrain test to assault you, giving you more chances that he will fail and you get another turn shooting, trust me if you catch one of those small elite units out in the open within rapid fire range, they are gone.
So, as someone who has never had the misfortune to go toe to toe with Eldar, how would you prioritise the targets that the OP has listed?
You don't ask easy questions, do you? It would depend on what I had and my vulnerabilities and what the victory conditions of the senario were.
Kiriell Lathuin, autarch

 

Thalantuin Hopeatähti, farseer

+4 warlocks

 

troops:

 

dire avangersx9

+exarch

 

dire avangersx9

+exarch

 

elites

 

bansheesx8

+exarch

 

fire dragonsx6

 

harlequinsx6

 

fast

 

vyper

+star cannon

 

vyper

+bright lance

 

shining spearsx5

+exarch

 

heavy support

 

wraithlord

 

falcon

+starcannon, shuriken cannon, holofields, vectored engines

 

falcon

+starcannon, shuriken cannon, holofields, vectored engines

If I was playing my usual mechanised marines and it was an objective based mission like the usually are, the avengers would be very high up on the list, as without them he simply can not win. Next up we're looking at the vypers, I'm generally armour heavy, so the lance one first. I anticipate the harlies and the dragons to be hiding out in the falcons, so that puts them in the catagory of be aware, but unconcerned. The Banshees will be on foot, so they can potentially be out manouvered and engaged on my terms. As a marine player I'd remember that for all their feirce save denying reputation, they're still only strength 3, if I can start with a sufficient numerical edge, they can be beaten with tactical squads. Your average banshee takes about half a marine a turn. Concern about wraithlords would depend on how many powerfists I was packing. 10 Battle Brothers and a power glove generally used to mathhammer to about 6 combat rounds to pull it down at the expense of 5 marines. They should be just as afraid of you as you are of them.

 

Fighting Eldar is all about counter punching, deterance, and proper match-ups. As the orks would put it, shoot da fighty ones, krump da shooty ones, and da know-wots ta know wot each panzie is. If list tailoring is socialy acceptable where you're playing, this list is one of the few cases where I might view a Vindicare as worth it, depending on what he takes for exarch powers he can functionally gut certain squads.

So, as someone who has never had the misfortune to go toe to toe with Eldar, how would you prioritise the targets that the OP has listed?

 

It's going to be situational, but the biggest throw weight for killing you that he's got is in his Dire Avengers and Shining Spears (until his Harlequins or Fire Dragons hit the table). Pound his infantry every chance you get and reduce the weight of dice he's throwing at you.

 

Use depleted squads or your vehicles to tackle the vypers as opportunity presents (easy to kill, but they harass well, and can do so from a distance.)

 

Watch for the Wraithlord's advance. If you can, deploy and maneuver in such a way that he'll almost never get into hand to hand with more than one unit through the course of a game. And rather than try and shoot it to death, it might make sense to tie it up with a remnant squad for a turn or two. The Psyker near him, eliminating wraithsight issues is a higher priority target than the wraithlord itself.

 

Play for targets of opportunity, like assaulting his Farseer and Retinue.

 

That said, the table, mission, and deployment are going to affect target priority. ALWAYS try and make sure that you've got more than one unit firing at one of his, while making it difficult for him to bring more than one unit to fire at one of yours.

The key to fighting Eldar is remembering they are Incredibly maneuverable, and incredibly specialized. I wrote up an article on another posting site for my burgeoning Tau army (Treatise on Mobility In Warfare) that discusses Maneuverability in warfare.. both from the case of being the more mobile party, and being the less mobile party. In that sense I agree entirely with Lady_Cannoness... you cannot beat Eldar in a war of maneuverability if they have chosen to be mobile Eldar. So... don't try it. Trying to outmaneuver them means it's now a dogfight and they have the upper hand, eventually they WILL win. The trick is to use the opposite approach as per Water Warrior style tactics. Set up your army like a chessboard, where every piece is covered and protected by a piece further behind it in the line. Use the same strategy as Maximus in the movie Gladiator.. the arena scene versus the chariots.

 

The key to Eldar is not letting their specialist units do their job. Shoot the melee ones, charge the shooty ones. Yes, I said charge. You throw 10 sisters with a VSS with power weapon/bolt pistol at a unit of Fire Dragons and the Dragons are neutralized. Neutralized is about as effective as dead in truth, because if you're locked in combat the Eldar can't shoot you. The other problem is his entire army is Fleet. This is a major problem.

 

I think the general advice above is very good and sound. Remember regular bolter and heavy bolter fire will drop the Vypers, you don't need anti-tank weaponry for them. They are AV10, open topped, and cannot deep strike. The units to worry about are when is melee units hit your lines.. he will most likely upgrade the Harlequins to have Kisses, which are rending, and the Banshee's have power weapons. You could use an act of faith to gain an invulnerable save for a turn, which would help, but you really don't wanna be there in the first place.

 

In a wierd sense.. I'd recommend taking a priest and some arco-flaggelants or penitent engines. Engage THAT Eldar scum. Let loose the walkers and throw them at his units that cannot physically damage them in melee. Most eldar units don't have grenades or meltabombs. It could be fun :devil:

You know, looking at that list again, I've noticed a proliferation of armour piercing weaponry. Have you considered the idea of bringing along large mobs of cultists? Twenty zealots with four evicerators is only 180 points, why pay for save you won't be able to take. You might be able to negate the some of his advantages by not taking the things he's geared to defeat, especially if it's an objective based game. With their favourable morale rules they're almost better than fearless against things like banshees. The avengers would be an issue, but, like any good docterine there is an answer, persue those first 'phim and take advantage of the superiority of them when compared to avengers in combat.

Ah, i forgot to mention what i got:

 

Sami Jumppanen, WITCH HUNTERS

 

Canoness

Canoness

 

Troop 1. (10)

Troop 2. (10)

Troop 3. (20)

 

Seraphim 1. (8)

Seraphim 2. (8)

 

Exorcist

Exorcist

Exorcist

 

Inquisitor

 

Callidus assasin

 

 

Note that these lists don't heve all that is in them, like transports, so could somebody tell me if those eldars have much stuff left unmentioned? These are 2000 point tournament lists. Next fight i have is Seize Ground & Dawn of war deployment and it is against this eldar player.

 

Personaly i think i can get him, i got him before and i was farseers worth away from massacre. Though that was 1500 point fight and propably his first with that list. But even so, i think that sisters have a good chances against eldar. Basicaly what i'm worried is how to keep harlies and dragons off my Exorchists.

If he's playing Eldar and he knows what you have you're in for a stiff fight, he will be tooled against you. If this is the case and I were you, I'd attempt to throw him a curve ball and if I could, change the fundamental nature of my army.

 

Given that it's objective based, I'd be tempted to take four twenty strong mobs of cultists with evicerators to go on the offence and two large squads of sisters to hold my own. This would be about twelve hundred points and a hundred and twenty scoring models, leaving eight hundred for special sauce. I'd consider triple exorcists and leaving them in reserve so they can move on and guarantee they'll get the jump on something. The idea would be more models than he can smite, especially with the lack of templates I see in that list.

If he's playing Eldar and he knows what you have you're in for a stiff fight, he will be tooled against you. If this is the case and I were you, I'd attempt to throw him a curve ball and if I could, change the fundamental nature of my army.

 

Given that it's objective based, I'd be tempted to take four twenty strong mobs of cultists with evicerators to go on the offence and two large squads of sisters to hold my own. This would be about twelve hundred points and a hundred and twenty scoring models, leaving eight hundred for special sauce. I'd consider triple exorcists and leaving them in reserve so they can move on and guarantee they'll get the jump on something. The idea would be more models than he can smite, especially with the lack of templates I see in that list.

 

These are tournament lists. they don't show all equipment or transports but they are still there. But good news is that he can't tool up on me.

Are Wave serpents similar because I also have trouble with them, especial those silly brightlances.

 

Generally against eldar I was get pwned, I've beaten inexperienced gamers... Generally I try and kill everything on the same turn with my Mega LRC, Assault GKT, Hurricane, POTM Multi melta etc. Otherwise those fast shots, damn everything they have is newb?

To answer the main topic in question,

 

ive had quite a bit of experience in dealing with falcon heavy eldar armies. specifically one of my re-occuring opponents uses an army consisting of Harliquens, dire avengers, 3 falcons, or 1 or 2 Fire Prisms. to be honest one of the most annoying problems i have with those damn falcons or any eldar vehicle for that matter is the damn holofield or spirit stones (the one that makes you roll 2 d6 to determine what happens to the vehicle). No matter what army a person uses, the main element that will destroy Falcons for example is simple: high rate of fire and medium to high firepower. In the end no matter whether you get glancing or penetrating you still have to roll 2 dice for each result; the best thing to do is score as many glancing and (hopefully) penetrating hits as much as you can. a single lascannon will do less damage as opposed to multiple lascannon shots. A simple tactic that i have used countless times to win over the falcons is concentrated fire power if i have three landraiders my opponant always sweats when they all fire at one flacon at a time because even if they score multiple destroyed, stunned, or shaken its better to force my opponant to suffer the multiple results than rely on a lucky roll of double 5 or 6's.

 

anyway just focus fire power on the biggest threat and destroy it.

 

always works for me...

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