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Made in ca
War Walker Pilot with Withering Fire





Behind you

I have came up with this tactic lately

Not sure if its gonna work or not

First I rush a wave serpent about 12 inches away from an ork boyz mob,drop the DAs and bladestorm the hell outta them

Provide that they don't have Waagh anymore,they cant assault my DA next turn,and even if they do have it,they cant come in straight with my wave serpent blocking

Or if this one doesn't work,heres another one

Double wave serpent v shape facing the enemy,with a little opening on the tip,drop the DAs,and fire hard (with things that disembarked correctly)

Thanks for reading

What is the joy of life?
To die knowing that your task is done
 
   
Made in us
Sword-Bearing Inquisitorial Crusader






If it's a good ork player, then he gets free shots on your direavengers after you disembark. Shootaboyz outshoot direavengers, especially in cover. The tactic you describe is called fish of fury, and has been aruond since 4th.

"There is no limit to the human spirit, but sometimes I wish there was."
Customers ask me what army I play in 40k. Wrong Question. The only army I've never played is orks.

The Connoisseur of Crap.
Knowing is half the battle. But it is only half. Execution...application...performance...now that is the other half.
 
   
Made in ca
War Walker Pilot with Withering Fire





Behind you

Shoota boyz?Well Im in cover too due to my wave serpents right?

What is the joy of life?
To die knowing that your task is done
 
   
Made in us
Sword-Bearing Inquisitorial Crusader






Yes, you do keep your cover save.

"There is no limit to the human spirit, but sometimes I wish there was."
Customers ask me what army I play in 40k. Wrong Question. The only army I've never played is orks.

The Connoisseur of Crap.
Knowing is half the battle. But it is only half. Execution...application...performance...now that is the other half.
 
   
Made in ca
War Walker Pilot with Withering Fire





Behind you

Then perfect,in case they have some rokkits that somehow hits
But they only get 60 shots max at BS2,I get 32 shots at BS4 plus some tank weapons,Iwin?

What is the joy of life?
To die knowing that your task is done
 
   
Made in us
Sword-Bearing Inquisitorial Crusader






Except an ork boy is 6 points. And toughness 4. And can have 3 heavy weapons in one squad for very few points. (I believe a big shoota is like 5 points)
Dire avengers + a waveserpent costs a ton of points.
For that style to be successful, all your squads need to completely eliminate countershooting the turn they disembark. That's a tall order against orks. I'm not saying it can't be done, it's just been my experience that dire avengers popout...kill a bunch of orks, but then is within range of everything within 24". The direavengers and the serpent die, but overall casualties favor the ork player, not the eldar.

This message was edited 1 time. Last update was at 2010/04/27 19:16:54


"There is no limit to the human spirit, but sometimes I wish there was."
Customers ask me what army I play in 40k. Wrong Question. The only army I've never played is orks.

The Connoisseur of Crap.
Knowing is half the battle. But it is only half. Execution...application...performance...now that is the other half.
 
   
Made in ca
War Walker Pilot with Withering Fire





Behind you

well,I never thought about how powerful ork shooting could be

What is the joy of life?
To die knowing that your task is done
 
   
Made in us
Fixture of Dakka






San Jose, CA

Dire Avenger catapults have an 18" range; you don't need to get that close anyway.

Quis Custodiet Ipsos Custodes? 
   
Made in us
Fixture of Dakka





Runnin up on ya.

That's why it was called fish o fury, because the tau could capitalize on it with their high strength weapons. It'd take 4 markerlights to raise BS of the FW unit to 4 and remove any cover the boyz have then they get pelted with 24 S5 AP5 shots then the warfish's shots.

Six mistakes mankind keeps making century after century: Believing that personal gain is made by crushing others; Worrying about things that cannot be changed or corrected; Insisting that a thing is impossible because we cannot accomplish it; Refusing to set aside trivial preferences; Neglecting development and refinement of the mind; Attempting to compel others to believe and live as we do 
   
Made in ca
War Walker Pilot with Withering Fire





Behind you

But if taus can do it,why cant eldars?

On the same point level I could face off the tau FW right?

What is the joy of life?
To die knowing that your task is done
 
   
Made in us
Fixture of Dakka





Runnin up on ya.

Try it out.
Taul pulse rifles have better strength and longer range, which is why it works a bit better since they have a better chance to get back in the devilfish and run away after shooting.

Six mistakes mankind keeps making century after century: Believing that personal gain is made by crushing others; Worrying about things that cannot be changed or corrected; Insisting that a thing is impossible because we cannot accomplish it; Refusing to set aside trivial preferences; Neglecting development and refinement of the mind; Attempting to compel others to believe and live as we do 
   
Made in us
Junior Officer with Laspistol






The eye of terror.

Pulse rifles don't have a better range after the disembark, as they are rapid fire, so can only shoot 12" when they count as moving.

If you have your wave serpent mounted on a tall enough base to see under, since you're not shooting through and intervening unit, neither unit gets a save from the wave serpent.

Why did the berzerker cross the road?
Gwar! wrote:Willydstyle has it correct
Gwar! wrote:Yup you're absolutely right

New to the game and can't win? Read this.

 
   
Made in us
Fixture of Dakka





Runnin up on ya.

Yeah, I could have been clearer. Starting disembarked then loading next turn...would wind up with 12 shots plus warfish. I don't use the strategy myself anyway.

He should still try it and see if it works for him.

Six mistakes mankind keeps making century after century: Believing that personal gain is made by crushing others; Worrying about things that cannot be changed or corrected; Insisting that a thing is impossible because we cannot accomplish it; Refusing to set aside trivial preferences; Neglecting development and refinement of the mind; Attempting to compel others to believe and live as we do 
   
Made in gb
Been Around the Block




One problem with this is that a mob of 30 boys will often contain a Nob with a power klaw, which puts your pricy serpents at risk which may actually cost more than your avengers depending on what weapons you put on it. A Str9 hit on your rear armour is pretty nasty.
   
Made in us
Junior Officer with Laspistol






The eye of terror.

Hell, just mass str 4 attacks on rear armor are pretty nasty, even if you've moved over 6.

Why did the berzerker cross the road?
Gwar! wrote:Willydstyle has it correct
Gwar! wrote:Yup you're absolutely right

New to the game and can't win? Read this.

 
   
Made in us
Banelord Titan Princeps of Khorne






willydstyle wrote:If you have your wave serpent mounted on a tall enough base to see under, since you're not shooting through and intervening unit, neither unit gets a save from the wave serpent.


If your wave serpent is mounted too low, then the models disembarking won't be able to trace LOS to the enemy unit.

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Made in us
Junior Officer with Laspistol






The eye of terror.

whitedragon wrote:
willydstyle wrote:If you have your wave serpent mounted on a tall enough base to see under, since you're not shooting through and intervening unit, neither unit gets a save from the wave serpent.


If your wave serpent is mounted too low, then the models disembarking won't be able to trace LOS to the enemy unit.


This is true as well.

Why did the berzerker cross the road?
Gwar! wrote:Willydstyle has it correct
Gwar! wrote:Yup you're absolutely right

New to the game and can't win? Read this.

 
   
Made in us
Blood Angel Terminator with Lightning Claws




Montgomery, AL

Also if ran proper the Orks will have a KFF giving them a 5+ cover save. While not great will help to save soem of them. They move up Waaaaggg and kill you. If no Waaaggg then the load you with their shoots. Ork shooting in mass can kill things.

Also the cover really does nothing for you since you already have 4+ Armour saves, and their guns don't pen, with the exception of the rockets.

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Made in us
Privateer





The paint dungeon, Arizona

Ork shootas have the same range 18".

And as the DA's are a high threat unit to an ork foot horde, it wouldnt be a surprise for the ork player to focus some attention on them from a fast attack unit. I have a pair of skorcha buggies precisely for situations like this. And any biker units will probably LOVE the opportunity to get in an assualt with them- keeps them from getting shot on the eldar turn and can screw up LOS for the rest of the eldar army.

So, its a heavy hit on the opening round. But the avengers are likely to draw alot of heat since theyre in range of most of the ork army.

If you use it as a flank attack it might work, but in general its very situational.
   
Made in us
Longtime Dakkanaut







Another thing people forget is when you disembark, you end up very very clustered up, whether you like it or not, as the access points get clogged up by the mass of infantry. Against those armies that can bring "multiblast" units (Space Wolves and Missilefangs, Orks and Grotzooka Kans, Dark Eldar and Disintegrator Ravagers, etc), then being disembarked means you're a very prime target for return-fire. A unit of 3 Killa Kans with Grotzookas, is 135 points, for 6 Strength 6 blasts! Do you really want to expose your squishy Eldar to that?
   
Made in us
Regular Dakkanaut





assuming you go first...

dire avengers will kill 10.66 boys.

boys return fire with 20 boys and a nob = 3.33 dead dires

points value comparison = 64 points of dead orks vs 40 points of dead dire avengers + no shooting from dire avengers.
   
Made in gb
Elite Tyranid Warrior






Under optimum conditions (10 DA w/Exarch w/Twin SCata, Bladestorm + Doom + Guide + no cover) you would kill 21.65 boyz.


Without D+G, you'd kill 11.08, which really isn't good enough. Assuming a mob of 30 shoota boyz w/PK nob, they would then either shoot and kill 4.11 DA, or assault the Serpent and do 1.61 Glance and .56 Pens, which would .36 WepDestoy .36 Immobile, .09 Wrecked and .09 Explodes. This of corse assumes the Serpend competly blocks the DA from assault (which would be hard w/o giving cover or agaist a Waaagh!) and needs a 6+ to hit.

So, if you have to kill a undepleted mob in one turn, either try for D+G, or use a stratergy like this:
Eld T1 Move 2 Serpents (Serpent A=10 Storm Gardians w/2 Flamers, Serpent B=9 Scorpion w/Exarch w/Chainsabers + Doomseer) in front of an ork mob (try for just under 18" away, so they cannot charge you)
Ork T1 Boyz Mob moves up
Eld T2 Disenbark Storm Gaurdians and Scorpions. Move Serpent B (with Doomseer) along side the Ork mob, and Doom it. Use other Serpent as a shield for where your men are going to end up. Shoot + Flame Ork Mob. Assault Ork mob and you should wipe it on the charge.

Shooting:
SG's SCata = 6 dead
SS's SP = 4.62 dead
SG's Flamers = .75 dead per hit (should be hitting 6+ per template).
Assuming each Flamer hit 6, you have killed 19.62 orks.
Assault will wipe the ten that are left pretty easily, as you strike first.

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Made in us
Automated Space Wolves Thrall




Nebraska, USA

From the ork player strategy you would go after the wave serpent on your turn after being shot up. If I can eliminate your transport so you can't "zoom" away from me and because of bladestorm I don't have to worry about you shooting me the next turn. Once the wave serpent is dealt with (stunned, immobilized, wrecked or explodes is what I care about) I will come at your guys. Eliminating your mobility is my first thought when going against Eldar. Also why this tactic works better for tau is for the reason of removing cover saves. 90% off the time if footslogging my units will be using KFF (unless unforeseen reasons the KFF is out of range or dead) and their transports hit back when you hit them (for a cost). Its a neat strategy its just with bladestorm if you don't wipe out the ork unit your dire avengers will be sitting ducks for 2 turns.
   
Made in ca
War Walker Pilot with Withering Fire





Behind you

Lol...you cant assault out of the wave serpent,so the scorpians wont do any thing,I would still use Dire avengers,but 2 squads this time,with doom

What is the joy of life?
To die knowing that your task is done
 
   
Made in us
Privateer





The paint dungeon, Arizona

Tony the guardsman wrote:Lol...you cant assault out of the wave serpent,so the scorpians wont do any thing,I would still use Dire avengers,but 2 squads this time,with doom


So... you're going to commit nearly 600 points to kill a 250 ish point unit of orks? Then lose at least one more turn of fire tying to re-embark to position to try it again? That just seems like its givng the rest of the orks another free turn to move closer to the rest of your army and get into an assault...
   
Made in ca
Stubborn Dark Angels Veteran Sergeant




Ontario

It works rather well when your entire army is set up like this, as you're eliminating one squad a turn with double bladestorm Doom+Guide. You would have to forsake shooting to get back in the Serpent anyways so that point is moot, but you should reliably kill one to two full ork squads a turn with this tactic, and if you give the Serpents Brightlances they can also tank hunt on the turn you reposition. Stelek was a fan of this, and it is written into his Eldar Tactics Article.

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Made in us
Decrepit Dakkanaut





Vallejo, CA

scuddman wrote:Except an ork boy is 6 points. And toughness 4. And can have 3 heavy weapons in one squad for very few points. (I believe a big shoota is like 5 points)
Dire avengers + a waveserpent costs a ton of points.

Mistress of minis wrote:So... you're going to commit nearly 600 points to kill a 250 ish point unit of orks? Then lose at least one more turn of fire tying to re-embark to position to try it again? That just seems like its givng the rest of the orks another free turn to move closer to the rest of your army and get into an assault...


Right. You've got to remember that you're not always going to be up against a single mob of boyz with doom and fortune and the boyz are out of cover. You're going to be fighting TWO mobz of boyz who might still have WAAAUGH and you're dooming their killa kanz that are barreling towards your farseer. In a perfect situation, this works well, and if you find yourself in this situation, this is probably the best way to do it, but as you note when the situation is less than optimal, you've got to start throwing way too many points at it just to be able to use this strategy in more and more circumstances.

Plus, the boyz can launch a multiple assault, allowing them to attack both the skimmer AND the avengers.

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Made in ca
War Walker Pilot with Withering Fire





Behind you

I go for mech lists,so I hunt the small ones and fear the big ones,which means focusing my army on one part first then move on next turn

And how does multiple charge work?6 more inch charge?

What is the joy of life?
To die knowing that your task is done
 
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

well, no, it's just that putting one unit in front of another does not guarantee that the rearward unit is immune from assault is all.

If you're bladestorm-of-fury-ing from 18" away then this doesn't matter as they can't get into assault with you anyways (unless does waaaaugh give fleet or something?), but you don't always get the luxury of engaging your opponent's units from the maximum possible effective range of your weapons.

Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
Made in us
Junior Officer with Laspistol






The eye of terror.

Remember that most games last 5-6 turns. If you think you can kill enough orks only firing for 2 turns total during the game... well it's not really all that good.

There's a reason why most competitive Eldar lists have 5 man units of DAs in wave serpents.

Why did the berzerker cross the road?
Gwar! wrote:Willydstyle has it correct
Gwar! wrote:Yup you're absolutely right

New to the game and can't win? Read this.

 
   
 
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