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Eldar woes (need advice)


V Dubbed

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High strength high rate of fire weapons are the bane of eldar skimmers.

 

G ;)

And every other transport in the game to boot?

 

*shrugs*

 

Meh. The way to counter runes of warding is either kill the farseer or only use the powers you actually need to win. Dont hammerhand every combat, just the ones with wraithlords. Dont summon if you can get there next turn anyways... etc.

Between you and the guard you should be able to put out enough mid level S shots to mess with the eldar.

 

Look at his army and give each unit a threat level... Wave Serpents with Farseers and Fire Dragons often being problems for many people. With these units try to immobilize or destroy them as quickly as possible... First use units with a shorter range who can only hit a couple of units... then use units with more firepower (say a couple of hydras or a purgitation squad). Once this is done Focus on his dakka tanks (Falcons or Wave Serpents with weapons you don't like and fire prisms...), with the dakka tanks you don't need to destroy them but just make sure they can't shoot for a turn and then move onto the next... If you can stop them from moving as well or destroy them then that is a bonus.

 

Eldar have quite a hard time dealing with mass mech guard... Eldar heavy weapons are expensive.... scatter lasers have a tough time against AV12... and side armour may or may not be tough to get. I have however been told that Jetseers (seer councils on jetbikes) are pretty good at destroying mech guard... So if you expect to see a jetseer council it might be worth leaving some kind of GK protection for the IG mechanized fire base.

 

As for Missile launchers and Heavy Bolters... I feel that for a mech eldar list heavy bolters will be mostly useless against the vehicles (and the key is stopping them early on) and while missile launchers are ok, with the guards 50/50 base hit rate and then needing to pen and then maybe having to roll two dice on the damage chart... I feel as many chances to do damage is superior to the extra strength of the missile launcher.

take a vindicare assasin or 2 and use it to take out important characters or eldrads inulnerable save.

Vindicare Assassins are Unique and thus you may only take one in a list. This is especially true now with the new Sisters of Battle codex and the end of the Allied Rules. <3

 

However, a Vindicare can help in corralling (if not eliminating outright) a Farseer and other annoying models.

Thade is correct once again. You can't have more than one Vindicare assassin on the table. The Vind. is sorely tempting if for no other reason than simply being no more than a thorn in the side of the Eldar. I must have made the dice gods mad at some point so banking on a single shot per turn to do any more than keep the Eldar heads down would just be wishful thinking....

 

My IG counterpart was considering re-working his list to accommodate some Vet. squads with melta-guns. I objected saying that anything that's close enough to bother shooting with a melta-gun will either be A) Dead at the hands of Hydras, Dreadknights, Stormraven support etc... or :P will be an infantry unit coming in for assault in which case the guard are up $&*# creek.....

 

Any advice on fine tuning either or both lists would be much-o appreciated!

Vindicares are great, if tricky. They require careful consideration in deployment and target priority. Very likely they will remove four to six models from the table, if he survives the game.

 

At this point, I think you're ready. :P Take pictures or at least some notes and give us a bat rep.

If you moved Flat Out! with that skimmer, you've saving on 3+, so say 3 glances get through.

 

It's a 4+ cover for fast skimmers, the 3+ is for bikes and jetbikes that turbo-boost.

Isn't there some Eldar shenani-crap force field that improves that save? Or perhaps I'm confused.

 

If not, even better for psycannons.

If you moved Flat Out! with that skimmer, you've saving on 3+, so say 3 glances get through.

 

It's a 4+ cover for fast skimmers, the 3+ is for bikes and jetbikes that turbo-boost.

Isn't there some Eldar shenani-crap force field that improves that save? Or perhaps I'm confused.

 

If not, even better for psycannons.

 

I don't think there are any additions that boost that save further... though you might be thinking of the "Energy Field" upgrade that the elves can take. It's the one that caps the strength of weapons at 8 and only allows a single D6 to ever be rolled for armour pen (nerfing melta guns and the like). That, or the "holo field" that forces you to roll two dice when rolling armour pens and the eldar player gets to choose the result between the two dice.

 

It's stuff like these upgrades that make the Eldar frustratingly hard to kill considering their troops are T3 and their armour values never go above 12....

 

I'm looking forward to the match! and if I remember, I'll bring my camera along and try to take some shots of the carnage for anyone who's interested <coughTHADEcough> ;)

 

I'd like to lock down a list this weekend so I can spend next week getting my forces in order and ready for Friday's showdown. Any last-minute recommendations for our lists?

I see; thanks for the clarifications.

 

If I remember anything from my (short) time with the Eldar codex, it's that the Eldar are smart. They are smart enough to know that the technology that exists for penetrating armor is far too good to waste time and resources on armor that does anything more than what transports doe best: shrug off small arms fire. They have force field shenani-crap to make up for the rest. :wacko:

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