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Tyranid deathstar


Hear da Lamentation

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Craftworld Eldar.

 

Oops!

Sorry :D I was talking about Dark Eldar. I wrote DEldar to save writing. It saved me writing, I don't think it helped you much ;)

 

*A Crusader squad got owned by Dark Reapers in my last versus Eldar game. Luckily there was just enough left to get The Champion into combat.... I won the game but that was quite the slap in the face*

 

Although they won't have the durability of C-Eldar, I think D-Eldar will be packing more guns per point and so should be able to Ghengis Khan the foe. That Greys are only normal speed and have no HW reach, makes me think that for once, Greys will come up short. ;) ~ short range in move and reach, come up short :P

 

+++

 

Suggest to your Tau foe to not bring Stealth suits or Vespid. They are both units that seem like they should be helpful but the rules don't back them up and the are not very good, tbh.

 

Link: Kirby on Tau.

I learnt most of mine from StelStel but Kirby is saying mostly the same thing and will be more gentle to read and interact with.

 

Does he use the net for 40K?

I honestly dont know- The vespid is something he uses for our cityfight games, or just for fun.

 

Stealth Suits he usually outflanks, and has had good luck with them- nightfighting rules help keep them alive, and theyre good against the armored forces in the area. They suffer most against Eldar, where short ranges and speed denies most of their survivability.

 

To be honest I find the biggest problem he has is in taking objectives, as he doesnt have much mobility in his scoring units. Hes got good fire power, and can shut down a number of his opponents..... but not enough to wipe them out.

 

This becomes more of a problem for him when hes fighting me, as Im known to have very very good luck with my armor saves.... so massed rifle fire isnt as much of a problem as it statisticly should be. *knocks on wood*

 

As for Dark Eldar... I think its less of a problem if they mirror current DE armor values.... AV 10/11 gets shredded by Long Fangs, and they can hit two transports a turn if they rear their ugly heads- wich helps defeat the standard tactic of overwhelming a flank with target saturation. Plasma Hunters have a 24" reach, wich is about the same length as an open topped transport could allow them to assault....

 

And while poison 4+ is great, the AP isnt enough to shred marine armor... so in effect its no better than a bolter. Though, I can hear my wraithgaurd howling as we speak.

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