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Fighting Eldar with SW.


SJumppanen

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nicely played out, and great Battle Report. I love using scouts against Eldar, last game i played my 5 scouts came in next to a guardian squad w bright lance, and a waveserpent full of Dire Avengers. I decided that i could do more damage to the guardians because when my melta and plasma pistols blew up that tank id be unloaded on by an angry eldar general, so i shot up part of the guardians, and charged. later on he brought his avatar over with a good fleet roll and i managed to tarpit it for 4 turns, and wounding the beast once or twice with some lucky 6s across like 7 rounds of combat. ive only really had trouble with wraithlords due to the high toughness, and bad rolls for shooting, i generaly dont take fists because most of my Wguard are on some hq hunting mission. that particular game i had ragnar with 9 WG all with frost blades in a Landraider. i charged out on his avatar and rolled a 5 for my D3 charge bonus. The Avatar versus my Wolf guard was like a baby carrage getting smashed by a bullet train. when i went into our gaming store he had been bitching about it and he left out details and they didnt know what i could have done to force like 44 invun saves. that squad was like 820 points in our 2k game. the following turn he came at my guys with seer counsel + Eldrad and we played it out but it took like 12 rounds of combat for me to finish his HQ off at the cost of 2/3 mine.
  • 2 weeks later...

Well, I ran into Eldar today.

 

I used to play them a little bit back in 2nd edition when I was 11/12 years old and did not understand the rules very mutch so I did not know what I was up against rather that they where mobile.

 

It was an apsolute nightmare: He had 4 wave serpents, 2 Falcons, 2 Vypers, 1 Aurarks, 1 yrial (?), 3 squads of fire dragons and 3 squads of dire avengers.

 

We used the new battle misions and we got the first one for eldar, so he could move in from reserves from the half of the table. I had nothing to do in the game until one of my two packs of long fangs took out one of the transports and then I could puce.

 

My thunderwolf's and lone wolf kept the trasports away from mellee with me. I won. It was an awsome game. (He had 5 kill points (2 from the lone wolf), I had a lott)

 

I had to punce him each time i shot down a transport but I need more to take down transports I think. (I had 2 pack of longs fangs, 1 280 point wolf lord, 3 thunderwolves, 2 drop pod's. One with 2 meltas and power fists (the fists brought down 1 transport) and another one with melta an assoult cannon.)

Drop pod with a HF Dreadnaught? its a great weapon against eldar in general, but wounding on a 2+ vs a 5 man squad is a good way to take their effectiveness down a bit.

 

Couple shots from a plasmcannon, or a direct hit by a whirlwind, can do much the same thing though.

 

And of course, wolf scouts.

Anny advice vs mass transports rather then just hustle together and brining as many big guns to the fight as possible Grey Mage?

 

take land speeders with multi melta and heavy flamer, or 2 heavy flamers

deep strike or turbo boost them

shoot the multi melta at the tank and the flamer at the troops

 

long fangs with 5 missile launchers also work great against eldar

krak missiles great against armour 4+ to glance, and kill wraithlords immensly well, 4+ to wound no armour save

frag grenades best against guardians 3+ wound and no save, and great against their other troops for sheer number of hits

Anny advice vs mass transports rather then just hustle together and brining as many big guns to the fight as possible Grey Mage?

The 2 best weapons we have against Eldar Transports are Long Fangs with missile launchers and Dual Autocannon Dreadnaughts, in that order.

 

Why? Because Waveserpents, the Eldars primier transport these days, caps enemy strength to penetrate at 8+1d6, unless you can get in CC, or lineup a lucky rear end shot. Then you also need that 48" range to be able to reliably hit them.

 

Id take a typhoon over a MM speeder against eldar, and never look back.

The 2 best weapons we have against Eldar Transports are Long Fangs with missile launchers and Dual Autocannon Dreadnaughts, in that order.

 

Why? Because Waveserpents, the Eldars primier transport these days, caps enemy strength to penetrate at 8+1d6, unless you can get in CC, or lineup a lucky rear end shot. Then you also need that 48" range to be able to reliably hit them.

 

Id take a typhoon over a MM speeder against eldar, and never look back.

 

i like the idea of the typhoon speeders, although they do have their pros and cons multi melta is better against falcons and stuff

and also multi melta + HF speeders are 60 points! literally every time - deep strike by a unit heavy flamer them and ive usually made their points back already!

 

personally i find dreads completely hit and miss, they can be quite expensive (you can take 2-3 speeders for the same price) and they are often targeted early on in the game

Negatory, HF+MM are 70pts, only 20 less than the Typhoon. But your right... dreads can easily become priority targets... if your not running two its probly worth spending the points for a venerable just to keep your opponent on the target you want him firing at.

Well I am not a fan of tuning your army against a spessific opponent. I just meant when the :D hit the fan and you are up against a "flying circus" (?) what do you do?

 

I perssonaly will agree that the rocket launcher land speeder is better vs eldar because it can stay the f*ck away from them and still shoot. You don't wnat to aproach that hornets nest. Bring more firepower then them and lett them come to you. (My tactic at least.) Also the rocket has mover survivabilaty since you can be out of there range and you get more shots. The melta will probably miss because of the fast movement.

 

But I must say hands down I love longfangs, moastly because you can pack so mutch snacks on them.

Ok i just found the most effective way to kill off a Seer consul

 

A group of 10 deep striking grey knights allies with 2 psycannons and psyhic bolts from the Justickar , they ignore Ivssaves and thats what the Seer only have , thier S6 wounds on 2s XD yup thats 6 S6 shoots and 2 S4 shoots that ignore Insave , and the rest of the knights do thier 14 S4 normal stormbolter shoots , that should do a lot of damage , threat range 18inches the turn they show up and up to 36inches next turn onwards

Yeah, Allies are still good in 5th ed, since its a codex rule not a BRB rule.

 

Frankly though the truely dangerous ones arent Seers Councils- who are really only dangerous if your a Dreadnaught or a MC- but the jetbike equiped ones, wich dont give a bleep about psycannons with their 3+ armor save.

 

Either way, at about 40pts a model theyre far from the most devastating unit the eldar have, theyre just relatively tough.

See, and as an Eldar Player Id much rather have Guide then Doom, as I rarely will need to fire at an enemy with more than one unit to destroy its tactical effectiveness.

 

First rule of playing Eldar- why give them armor saves when you can just cut to the chase?

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