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Who is our greatest foe?


Bionicman

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What eldar units are hardest for us to deal with?

 

Because if the opponent doesn't use the dreaded serpent spam or invisibility stars, and uses a normal list with variety, I can't see eldar being very competitive at all against any army.

What eldar units are hardest for us to deal with?

 

Because if the opponent doesn't use the dreaded serpent spam or invisibility stars, and uses a normal list with variety, I can't see eldar being very competitive at all against any army.

 

D-scythe Wraithguard tend to be pretty sick. S4 AP2 Templates, Instant Death on any 6 murders just about everything in the list, and because they EACH get d3 Overwatch hits they're damn near impossible to engage.

God-emperor I hate Eldar so much. And I have to face them more often than all other races because of my local gaming group. Anyways... here is a pretty useful link, although outdated so triple check rules, which explains strength and weaknesses of nearly all eldar units: http://www.bolterandchainsword.com/topic/165294-dead-eldar/ (*)If you have similar on tau and 'crons (or any other race), please post.

 

(*) Not that in-depth and lacking counter tactics but brand shiny new and an overview besides 1d4 chan: http://www.heresy-online.net/forums/showthread.php?t=162106

God-emperor I hate Eldar so much. And I have to face them more often than all other races because of my local gaming group. Anyways... here is a pretty useful link, although a bit outdated so double check rules, which explains strength and weaknesses of nearly all eldar units: http://www.bolterandchainsword.com/topic/165294-dead-eldar/ If you have similar on tau and 'crons (or any other race), please post.

 

I'd be very careful with this link - the differences between the 4th ed. codex and the 6th ed. one are numerous, vast and tremendously important.

Wraithknights, having one insta Kill a DK hurts... 

 

They don't though?

God-emperor I hate Eldar so much. And I have to face them more often than all other races because of my local gaming group. Anyways... here is a pretty useful link, although a bit outdated so double check rules, which explains strength and weaknesses of nearly all eldar units: http://www.bolterand...294-dead-eldar/ If you have similar on tau and 'crons (or any other race), please post. 

 

Dude that's pretty much useless as a guide. 7th edition Eldar are almost completely different to 4th. 

Nobody's complaining about tau?

 

While we now have a better (shunt) movement and a ranged force weapon still some of our units want naturally to DS. Well, terminators in fact. As is still have to fight my second battle against tau, is it a less uphill battle as it was b4 the new codex?

 

And what is your solution for the terminator squad - footslogging?

Ya 2 hits from hwc's means about 1/3 chance t o ID. That said I feel the suncannon + SL is better.

 

Wraith guard do seem pretty cool (bad for knights though :-P)

And obviously wraith knights are pretty damn dangerous (but very expensive with upgrades)

Everything else just seems... Squishy lol

Pilot eldar a few times. It literally feels like your playing a different game.
Unless you play lazy and spam wave serpents or psyker invis stars. Eldar are a much more tactical thinking force. So would be harder to play I've found. We just need to run at the enemy and kill stuff because we're tough and stuff. But eldar are mostly close range, but are very squishy. So require more tactics to pick off units

Did some mathhammer on warwalkers as I am facing more of them recently. They are not the biggest thread but can get annoying with their mass shooting and TL S6/8 AP2. 

 

http://i60.tinypic.com/r03u5y.jpg

Table1: Wounds caused against a Nemesis Dreadknight (T6) by named weapon (a.) and by a single warwalker (b.)

 

http://i58.tinypic.com/vn06qu.jpg

Table2: Wounds caused against a single Terminator (T4) by named weapon (a.) and by a single warwalker (b.)

 

 

Notes:

- pP = per profile i.e. 4 shots per scatterlaser

- warwalkers with 2 scatter laser shoot both weapons simultaneously, so no tl

Well the shooting is decent on those war walkers. But you gotta remember it's a little formation/squad thingy. So Hull points taken carry over to the next model, and are only av10. 1 dreadknight in CC will be auto penning, with 4 attacks, so could 'potentially' blow all 3 at once haha.

 

Also storm bolters even damage them on a 6. Incinerators damage them on a 4 and psycannons on a 3. If you deepstrike or shunt close enough they should be toast. Try to minimise the amount of turns they get to shoot you. Just get right in their faces asap

Well the shooting is decent on those war walkers. But you gotta remember it's a little formation/squad thingy. So Hull points taken carry over to the next model, and are only av10. 1 dreadknight in CC will be auto penning, with 4 attacks, so could 'potentially' blow all 3 at once haha.

 

Also storm bolters even damage them on a 6. Incinerators damage them on a 4 and psycannons on a 3. If you deepstrike or shunt close enough they should be toast. Try to minimise the amount of turns they get to shoot you. Just get right in their faces asap

 

...and are open topped.

On the other hand they cheap, mobile, have a better weapon range and sport a 5++

 

I'd say warwalkers are a thread against slow troops and especially against MEQ in the open as they lack ++ protection. Still knights and serpents are worse in a different way.

I wouldn't be worried about getting insta-gibbed on a 6 by a wraithcannon. With 'Sanctuary' up they might not even get a wound on you to begin with. And Wraithknights are completely outclassed in melee by Dreadknights, and more expensive. So I'm not concerned by them in the slightest. They're akin to Riptides, minus the stupid Interceptor, FNP and 3+ invul on demand. 

 

The way around Riptide Interceptor insanity is by A: combat squadding and B: Shunting Dreadknights into their face Turn 1. Remember, after firing a weapon as Interceptor, it can't be used in the following Shooting phase (IIRC it also prevents Overwatch usage too, but I could be wrong). Losing 5 Terminators hurts, but it hurts less than losing 10. Likewise, on a good day Tau will probably kill one Dreadknight and maul another, so taking 3-4 means you'll overwhelm their firepower Turn 1. I'd never footslog our Terminators, they need to get into melee ASAP, and 'Rites of Teleportation' is how you do that. 

 

Eldar shooting isn't as scary as Tau (we're an army of mostly 2+ saves remember), but they do have more of it and on mobile, insanely durable platforms. Serpents can't fight in melee though, so again tank their Turn 1 shooting, then chase them down in melee. Remember to use your heavy psycannons and infantry psycannon on them too, you might get a lucky Immobilise or Weapon Destroyed. Just be careful, because Dragons and D-ScytheGuard will ruin your day, so prioritise their transports first. The Dire Avenger MSU inside the Troop Serpents can't win the game for them, focus on the AP2 platforms, then do cleanup. 

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