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2000-pt Golden Throne Practice Game - GTKA666's Footdar vs Splinter Fleet Pandorzilla  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Can the young, upstart eldar upset the older and more experienced tyranids?
No. There is no substitute for experience and veteran savvy. The bugs take the game. Nom nom nom....
Draw. Because eldar has got all the favorable objectives on their side.
Yes. The young autarch knight is wise beyond his years. Eldar out-smart and out-shoot the bugs.

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Made in us
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Yea my bother owns like 5 lictors but I forgot they existed until the other day as he hasn't used them in so long

It's a shame as I remember they were one of the MOST terrifying units to face in 2nd edition. Them and the screamer killers with 10 regenerating wounds! But those days are over and now it takes real creativity to make them work and even then it is generally a gimmick.

I was raising an eyebrow when you went for the quad gun, but lets be honest I doubt the game would have swung his way with that hunter. He would have killed the tervigon costing you the four pointer and a FA point but that wouldn't have been enough to swing it IMO.

   
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hence why I consider the loss. I really should have focused on the tervigon that didn't run out of gants to breed and made sure she didn't breed anymore...on turn 4 of course. Well he didn't plan on using the quad...it was just there.

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The crimson hunter being shot down illegally actually had a huge impact on the game.

Things that would have most likely happened if the crimson hunter lived:

Last tervigon would have died, losing the 4pt objective
said tervigon explodes killing the lone gaunt and losing jy2 the 3 pt objective and line breaker
the explosion would also kill most if not the entire unit of gaunts fighting the wraith knight, freeing him from combat or letting him finish the squad easily.
Jy2 would not get the extra point for killing a fast attack.

So if all those things were to happen (and the chances are very high they would have if the crimson hunter wasn't shot down) that would make the score 5-4 in the Nids favor still.

   
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jy2 said that the explosion happens in a 6" radius. the guy was more than 6"away...i think

This message was edited 1 time. Last update was at 2013/07/10 22:50:44


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San Jose, CA

Bronzino88 wrote:
The crimson hunter being shot down illegally actually had a huge impact on the game.

Things that would have most likely happened if the crimson hunter lived:

Last tervigon would have died, losing the 4pt objective
said tervigon explodes killing the lone gaunt and losing jy2 the 3 pt objective and line breaker
the explosion would also kill most if not the entire unit of gaunts fighting the wraith knight, freeing him from combat or letting him finish the squad easily.
Jy2 would not get the extra point for killing a fast attack.

So if all those things were to happen (and the chances are very high they would have if the crimson hunter wasn't shot down) that would make the score 5-4 in the Nids favor still.


That would be a best-case scenario for my opponent had the crimson hunter not been shot down. But realistically, it wouldn't be that easy.

- Both units of gants were more than 6" away from my tervigon (but were still within 12" synapse range). Hence, no explosion for them. The unit in combat with his wraith knight moved out of 6" when they piled into the wraith knight at the end of combat.

- It isn't easy to kill a tervigon at full health and with FNP. He only had the crimson hunter and 2 war walkers that could shoot at it. Hunter would do: 4 hits, 3 wounds, 2 unsaved wounds after FNP. Walkers would do: 11 hits, 6 wounds, 1.3 unsaved wounds after saves and FNP. He'd have to roll really well and I really bad for that to happen.

- Had I remembered about the rules mistaken, my tactics would have been much different. I would have moved the tervigon (and run him) towards the flyer instead while making sure to still stay in claiming range of the 4-pt objective. This way, the hunter would have to fly over my tervigon as it would need to move at least 18". Also, if at all possible, I would try to move the tervigon into area terrain as well. His base is big enough that I might have been able to have him touching area terrain as well as be within claiming range of the objective.

- The smart thing for my opponent to do would be to fly his hunter to claim the 3-pt objective, thus forgoing its shooting, and hope for the game continue. He would have finished with the 2+3-pt objectives + 2 bonus VP's. I would have finished with the 2+4-pt objectives + 2 FA + 2 bonus VP's.


GTKA666 wrote:
jy2 said that the explosion happens in a 6" radius. the guy was more than 6"away...i think

Correct. I was careful to try to keep my gants more than 6" from my tervigon....except for the gants in combat with the wraith knight. Them, I wanted to stay within range of my tervigon so that they can benefit from his Poisoned buff. However, at the end of combat, they had to pile in, thus taking them out of 6" from my tervigon. Then next turn, I had to move my tervigon towards the gants in combat so that they had the Poison buff again.





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Fortress of Solitude

 jy2 wrote:
Bronzino88 wrote:
The crimson hunter being shot down illegally actually had a huge impact on the game.

Things that would have most likely happened if the crimson hunter lived:

Last tervigon would have died, losing the 4pt objective
said tervigon explodes killing the lone gaunt and losing jy2 the 3 pt objective and line breaker
the explosion would also kill most if not the entire unit of gaunts fighting the wraith knight, freeing him from combat or letting him finish the squad easily.
Jy2 would not get the extra point for killing a fast attack.

So if all those things were to happen (and the chances are very high they would have if the crimson hunter wasn't shot down) that would make the score 5-4 in the Nids favor still.


That would be a best-case scenario for my opponent had the crimson hunter not been shot down. But realistically, it wouldn't be that easy.

- Both units of gants were more than 6" away from my tervigon (but were still within 12" synapse range). Hence, no explosion for them. The unit in combat with his wraith knight moved out of 6" when they piled into the wraith knight at the end of combat.

- It isn't easy to kill a tervigon at full health and with FNP. He only had the crimson hunter and 2 war walkers that could shoot at it. Hunter would do: 4 hits, 3 wounds, 2 unsaved wounds after FNP. Walkers would do: 11 hits, 6 wounds, 1.3 unsaved wounds after saves and FNP. He'd have to roll really well and I really bad for that to happen.

- Had I remembered about the rules mistaken, my tactics would have been much different. I would have moved the tervigon (and run him) towards the flyer instead while making sure to still stay in claiming range of the 4-pt objective. This way, the hunter would have to fly over my tervigon as it would need to move at least 18". Also, if at all possible, I would try to move the tervigon into area terrain as well. His base is big enough that I might have been able to have him touching area terrain as well as be within claiming range of the objective.

- The smart thing for my opponent to do would be to fly his hunter to claim the 3-pt objective, thus forgoing its shooting, and hope for the game continue. He would have finished with the 2+3-pt objectives + 2 bonus VP's. I would have finished with the 2+4-pt objectives + 2 FA + 2 bonus VP's.


GTKA666 wrote:
jy2 said that the explosion happens in a 6" radius. the guy was more than 6"away...i think

Correct. I was careful to try to keep my gants more than 6" from my tervigon....except for the gants in combat with the wraith knight. Them, I wanted to stay within range of my tervigon so that they can benefit from his Poisoned buff. However, at the end of combat, they had to pile in, thus taking them out of 6" from my tervigon. Then next turn, I had to move my tervigon towards the gants in combat so that they had the Poison buff again.






Since even a best-case scenario does not end with an eldar victory, then why call it a draw?

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 Redemption wrote:
Oh I know, I play 'Nids myself, it is my first army.

But for me they usually don't do much unless I get lucky. The 2-3 S6 AP2 Large Blasts he can do over the length of a game are usually mitigated or negated by cover saves, scatters or just placing any juicy targets inside a transport or in the upper levels of a ruin. They're a fun concept though, so I sometimes run 'em in friendly games for gaks and giggles.

Yeah, I love running them in my Apoc games where there are so many units and the board is cluttered. They tend to have a much bigger impact in those games. I'm still looking to kill a land raider full of expensive guys inside with my mawlocs.


 jifel wrote:
Note to self: Monstrous creatures, Deep Struck next to Eldar, will die horrible and painful deaths. Statistically, a Shurikan catapult within 12" will do the same number of wounds as a DE Splinter Rifle... Ouch o.O

I think one of your "standard" Nid lists would have fared much better here. This game is just screaming for Biovores! But this has also almost completely shaken me off Trygons. I never really liked them, but in todays Meta Nid reserves need to all arrive at once, and they need to do things THAT TURN. The threat of "I'm big and scary!" just gets you killed without doing enough damage.

That Nid list was designed as an "MC overload" but I think it played right into the hands of the Eldar list. Ymgarls, Biovores, the Doom in a Pod, Zoeys in a Pod, all of these could do a lot of damage if together. Of course, losing those Flyrants in one turn is horrendously bad luck and pretty much triggered your doom, but I think you (and I admit I did too) underestimated the Eldar v. Nids matchup. It looks like we may want to stay in that ~24" gap with our monstrous creatures until we've killed enough infantry to matter.

To me, trygons are bullet magnets to look scary and distract the opponent. Honestly, I really don't expect them to do much but die. However, if they do make it into combat somehow, that is usually a bonus in my book. But yeah, nidzilla builds can be good, but in a tournament, I'll prefer to take a more balanced tyranid army.


 tetrisphreak wrote:
While the eldar have some good tricks in their codex, from what i've seen in the batrep Jy2's biggest enemy in this battle is his own dice. Yes, shuriken weapons ignore armor saves on a 6, D-weapons cause instant death on a 6, mono-filament weapons are ap1 on a 6, etc etc, but it looks to me like between failing so many normal dice rolls like armor saves and grounding checks, Jy2 would be in dire straits with any army.

Interested to see how it plays out, but man those first 3 turns were absolutely brutal.

The game would have definitely been a much different one if my dice wasn't so bad in the beginning. If even 1 flyrant had survived, I would have used him next turn to finish off my opponent's mobility. Mawloc takes out his Warlord's serpent. Flyrant would have moved to get rear shots on the other serpent where he does not have the protection of his energy field.

But it is what it is. The fact that Sean was able to take out 7 out of 8 MC's is a testament to the powerful shooting of the eldar.


rigeld2 wrote:
And this is exactly what I've seen happen running Nidzilla against Tau and Eldar...

I can hold my own against anything else (so far) but I can't even make it halfway across the board against a good Tau list.

I don't DS my fexes though (and I use fexes instead of trygons because I dislike the snake look). Maybe I should (but that means more pods...)

Tau....yeesh. Another deadly army for tyranids to go up against. To survive against their shooting, tyranids would have to get incredibly lucky with their psychic powers and get a lot of Iron Arms. You're also going to have to consider those drop units. That is their best chance against Tau.

If there's any army that gives my bugs pause, it would be Tau. I would have to think about whether they taste better with BBQ sauce or just ketchup.



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For an unsuspecting opponent, it can be quite easy to lock an opponent into their deployment zone with Nids. In a 5 turn game, that alone can win you the match. Gargoyles are really good at it, as are spawned gants if momma bug stays fertile.

It's a tactic which Necrons also excel at thanks to Wraiths, Daemons with Dogs, etc., etc. In other words, you need to be prepared for that playstyle in a tourney and should have a plan in place for it.

For example, with my Chaos/Crons I have a squad of 10 Immortals which is joined by a Teleporty Cryptek 90% of the time. When I see this is going to happen to me, my Overlord will also join up with them, so they can teleport across the board and force my opponent to backtrack. When it works, it at least buys me a little room to breathe.

Just something to think about..

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 Strat_N8 wrote:
Baktru wrote:
Three Flyrants gone in a single turn. I didn't expect to see that happening. As jy2 said, 1 or at worst 2 of them. But the whole bunch...


I'm afraid to say this doesn't surprise me one bit. At our local shop my brother's Eldar have absolutely annihilated all flying tyrants they have come across in one round (generally their first turn of shooting - as happened here), to the point that killing them is more of a sport than an actual tactical priority to him...

Still nice to see the Mawloc getting that one-in-a-million hit with Terror From the Deep!

That's quite a feat. Honestly, I think that killing 3 flyrants in just 1 turn for a 2K army - and considering those flyrants were buffed by 2 Iron Arms and 2 FNP's - would actually require a lot of luck. Keep in mind that in normal games, he only has to deal with 2 flyrants unless you guys normally run double-FOC games.


 Strat_N8 wrote:

HQ: Farseer or Spirit Seer - stock (depending on what disciplines he wants or if he wants a unit of D-scythe wraithguard, generally brings a Farseer in the second slot points permitting)

ELITES
(generally neglected, occasionally brings Fire Dragons + Serpent in place of a DAVU serpent)

TROOP: 5x Dire Avengers + Serpent - Scatter Lasers, Shuriken Cannon, Holofields
TROOP: 5x Dire Avengers + Serpent - Scatter Lasers, Shuriken Cannon, Holofields
TROOP: 5x Dire Avengers + Serpent - Scatter Lasers, Shuriken Cannon, Holofields
TROOP: 5x Dire Avengers + Serpent - Scatter Lasers, Shuriken Cannon, Holofields

FAST: Crimson Hunter - stock

HEAVY: Fire Prism - stock, maybe holofields if points allow
HEAVY: Fire Prism - same as above
HEAVY: Wraithknight - stock

The firepower output is quite alarming to put it mildly. The last game he had was called turn 3 as the enemy didn't have anything really left to fight back with.

It's good, but there are actually some out there that is even nastier.

As a matter of fact, you're going to see my nasty mechdar list in a battle report coming soon.


Moosatronic Warrior wrote:
 jifel wrote:
Page 49, "Deployment:" A FMC that is deployed starts in in Glide mode.


And, I'm very happy to see the turnaround! I'm still thinking adraw, although I'd have to go back and check how many points each objective was worth. I hold to my prediction though, Eldar can't muster the forces to kick Nids off the objective.


How did I miss that!? Its right there in the FMC rules.

Thanks for all the responses.

I am no longer surprised by jy2's amazing come backs. I am begining to think he throws the early turns for dramatic effect.

Lol. Nah, I'm not thaaaat good.

But what I do have is a much larger experience edge over my opponent. I know what my army can still do even after I've lost all my teeth. Those tervigons are just amazing in an objectives game. You really can't count them out until you literally take them out.


djn wrote:
Great turn around jy2. That's what I love about nids, shove a load of hard hitting scary stuff in people's faces to deal with and all the while the tervigons are spawning gants and taking the midfield. Well done GTKA666 for bringing the hive fleet to the brink! Looking forward to the last instalment. Nid victory against the odds?

I do think that this game highlights the usefulness of the skyshield for nids. Placed dead centre when the flyrants come out to play the 4++ can be an absolute life saver from the inevitable return fire. However I think the torrent of S6+ from eldar and tau really has limited their effectiveness. 116 point skyray = dead 260 point flyrant.

Yep, that's the tyranid way. It's also why tyranids have been successful on the whole in tournament play and why they normally average pretty higher than normal in tournament standings. You're fighting threat after threat but what most people fail to realize until it is too late is that the biggest threat is the non-threatening tervigons and the humble gants. They are usually what wins the game for me.

That's an interesting idea, getting the skyshield. I like it!


GTKA666 wrote:
ummmmm...I still consider it a loss lol, regardless of using the quad...though I might have just shot down the tervigon instead, but I definitely made mistakes that will be fixed. Our next game though....that quad might be better protected and no mawlocks in sight!

You may have just earned a shot at my quad-flyrant list next game.


 Valkyrie wrote:
Bloody hell, wasn't expecting that much of a comeback. Kudos to you sir

Thanks.

In all honesty, I wasn't expecting such a comeback as well.

This message was edited 1 time. Last update was at 2013/07/11 00:10:06



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Jy2, have you ever considered not advancing your Flyrants turn 1? I find that they often do get shot down, or take damage, when I do this, and its often not worth it unless I'm facing a list specifically unsuited towards taking them down (Like template spam IG).

With such a heavy reserve presence, I think you would have been much better off taking on e turn to hide your Flyrants behind LoS blocking terrain or out of range. After all, you have a 42" threat range, there's no need to get close immediately. I have had a lot of success however with my Flyrants buckling down for one turn, then advancing turn 2 with all my reserves at once. Usually this is just WAY too overwhelming for opponents, and I can sink his army in one swift move. I just find that we Bugs do best with all our "attack" forces arriving all at once, piecemeal we tend to suffer.


 
   
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San Jose, CA

 ImotekhTheStormlord wrote:
Since even a best-case scenario does not end with an eldar victory, then why call it a draw?

Because while the chances are low, there is still a chance, if a long-shot one.

In any case, if the mistake wouldn't have made an impact on the end result, I would stick with the win. But this mistake had a chance, however small, of changing the outcome. Hence I declared it a draw.


 hippesthippo wrote:
For an unsuspecting opponent, it can be quite easy to lock an opponent into their deployment zone with Nids. In a 5 turn game, that alone can win you the match. Gargoyles are really good at it, as are spawned gants if momma bug stays fertile.

It's a tactic which Necrons also excel at thanks to Wraiths, Daemons with Dogs, etc., etc. In other words, you need to be prepared for that playstyle in a tourney and should have a plan in place for it.

For example, with my Chaos/Crons I have a squad of 10 Immortals which is joined by a Teleporty Cryptek 90% of the time. When I see this is going to happen to me, my Overlord will also join up with them, so they can teleport across the board and force my opponent to backtrack. When it works, it at least buys me a little room to breathe.

Just something to think about..

That is right. You always have to have a mobile component to your list in order to break away from the clutches of a MTO build. For eldar, I really, really like the jetbikes as just such a unit. IMO, they just may be the single most important unit in the codex. They don't have much offense and all they really do is hide, but more often than not, they are going to win the game for you. Alas, my opponent is trying not to use jetbikes in his list.

I can tell you this much. When I run allies, it'll either be necrons for the night scythes or eldar for their jetbikes. I don't need any other type of allies (with the exception of Chaos+Chaos).


 Janthkin wrote:
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Perhaps with fish sauce, then?





Automatically Appended Next Post:
 jifel wrote:
Jy2, have you ever considered not advancing your Flyrants turn 1? I find that they often do get shot down, or take damage, when I do this, and its often not worth it unless I'm facing a list specifically unsuited towards taking them down (Like template spam IG).

With such a heavy reserve presence, I think you would have been much better off taking on e turn to hide your Flyrants behind LoS blocking terrain or out of range. After all, you have a 42" threat range, there's no need to get close immediately. I have had a lot of success however with my Flyrants buckling down for one turn, then advancing turn 2 with all my reserves at once. Usually this is just WAY too overwhelming for opponents, and I can sink his army in one swift move. I just find that we Bugs do best with all our "attack" forces arriving all at once, piecemeal we tend to suffer.

Yeah, but a number of reasons caused me to play more aggressively:

1. First Blood.

2. A chance to diminish his offense, especially if I could wipe out a unit like the war walkers. It would also help to keep my guys alive if his offense gets reduced.

3. Getting in a position to kill his skimmers. The only way to do that is to fly over them and shoot them in the rear. That is why I needed to be in a forward position instead of waiting in the rear.

4. I was only expecting to lose 1, maybe at most 2 flyrants.


But next time, I think I'm going to play the waiting game.

This message was edited 2 times. Last update was at 2013/07/11 00:03:31



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if you play the waiting game then you can call the the list "The Calm before the Storm"

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Great game, btw. I agree, he really needs a unit of gjb with his farseer on a bike as well.

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GTKA666 wrote:
if you play the waiting game then you can call the the list "The Calm before the Storm"

I like that!

And that's pretty much most of my armies - necrons, daemons and tyranids.


 hippesthippo wrote:
Great game, btw. I agree, he really needs a unit of gjb with his farseer on a bike as well.

In my eldar list that I am working on, you're going to see a farseer on a jetbike....though all by himself and with the Mantle of the Laughing God. He is going to go around casting psychic powers with impunity.

The eldar list I am working on is going to be a tournament-winner. It really is a nasty piece of work.




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Fortress of Solitude

 jy2 wrote:

In my eldar list that I am working on, you're going to see a farseer on a jetbike....though all by himself and with the Mantle of the Laughing God. He is going to go around casting psychic powers with impunity.

The eldar list I am working on is going to be a tournament-winner. It really is a nasty piece of work.


The newdar certainly have tourney winner written all over them. Are you running any tau to help?


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San Jose, CA

 ImotekhTheStormlord wrote:
 jy2 wrote:

In my eldar list that I am working on, you're going to see a farseer on a jetbike....though all by himself and with the Mantle of the Laughing God. He is going to go around casting psychic powers with impunity.

The eldar list I am working on is going to be a tournament-winner. It really is a nasty piece of work.


The newdar certainly have tourney winner written all over them. Are you running any tau to help?


Sacrilege!

Tau will only slow us down.



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 jy2 wrote:
 ImotekhTheStormlord wrote:
 jy2 wrote:

In my eldar list that I am working on, you're going to see a farseer on a jetbike....though all by himself and with the Mantle of the Laughing God. He is going to go around casting psychic powers with impunity.

The eldar list I am working on is going to be a tournament-winner. It really is a nasty piece of work.


The newdar certainly have tourney winner written all over them. Are you running any tau to help?


Sacrilege!

Tau will only slow us down.



Ha ha another new army eh!? Don't forget DE, they make great allies when you need them

   
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 Red Corsair wrote:
Ha ha another new army eh!? Don't forget DE, they make great allies when you need them
Not actually my army, but it belongs to my friend SabrX. He happens to run mechdar back in 5th. I'm just going to take his army out for a test drive.

And I refuse to take allies for an already top-tier army just so that I can make it even more broken.




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Showin him how to use his own army eh? Shameless

   
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United Kingdom

 jy2 wrote:

The damage output of the mawloc isn't the most important thing. I really wasn't expecting him to do a lot of damage. Rather, I was expecting him to take some hits and then die. However, what I really like about him is that he is another disruption unit that can psychologically affect the way your opponent plays. And there is the potential gem of a strategy of wiping out a unit if the opponent isn't careful.

One of these days, I would love to burrow and come out from under a surrounded land raider filled with terminators (or some expensive unit) and an uber-character. That is my dream with the mawloc.




Pre-Dark Angels FAQ, when the 3++ was still being allowed to be measured from the hull of a land raider. I played a guy who had a Landraider, with a his CCS and Libby inside (or something along those lines) surronded by about 50 guardsmen. I had 3 Mawlocs.

Field day.

   
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MI

Haha yeah you and everyone else spamming waveserpents, walkers, farseers, and gjb. Everyone has already figured that out, Jim. :p Hate to break the bad news. Serpents put out the equivalent of like 4 chimeras and 4ig ac teams on a fast skimmer with 4+/3+turbo.

//11thCompanyGT '13, 40k Singles :: [5-2], Bracket Champion ||
//MichiganGT '13, 40k Singles :: [5-1], 4th Place, Best Xenos ||
//Adepticon '13, 40k Finals :: [6-2], 10th Place ||
//BAO '13, 40k Singles :: [5-2], 18th Place ||

[hippos eat people for fun and games] 
   
Made in us
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San Jose, CA

 Red Corsair wrote:
Showin him how to use his own army eh? Shameless

Lol....however, it may soon be my army.

Just saying....


Eldercaveman wrote:
 jy2 wrote:

The damage output of the mawloc isn't the most important thing. I really wasn't expecting him to do a lot of damage. Rather, I was expecting him to take some hits and then die. However, what I really like about him is that he is another disruption unit that can psychologically affect the way your opponent plays. And there is the potential gem of a strategy of wiping out a unit if the opponent isn't careful.

One of these days, I would love to burrow and come out from under a surrounded land raider filled with terminators (or some expensive unit) and an uber-character. That is my dream with the mawloc.




Pre-Dark Angels FAQ, when the 3++ was still being allowed to be measured from the hull of a land raider. I played a guy who had a Landraider, with a his CCS and Libby inside (or something along those lines) surronded by about 50 guardsmen. I had 3 Mawlocs.

Field day.

Awesome. I couldn't even do that in Apoc!

Then again, I have yet to play against an army that used a LR in Apoc, at least with my tyranids when I was running mawlocs.


 hippesthippo wrote:
Haha yeah you and everyone else spamming waveserpents, walkers, farseers, and gjb. Everyone has already figured that out, Jim. :p Hate to break the bad news. Serpents put out the equivalent of like 4 chimeras and 4ig ac teams on a fast skimmer with 4+/3+turbo.

Well, mine will be one of the first true mech-spam eldar armies seen on dakka. Then people will think that I am the originator of mechdar. I will then get a patent on my mechdar list and anyone who runs it in a tournament will have to pay royalties. It will be glorious for Saim Hann and people will proclaim me the new Avatar God-king. Muhahahahahah......



6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
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MI

I'm gonna go post my version in the army list forum first so ha!


Automatically Appended Next Post:
It is a really good list. The only reason it isn't super popular yet is that Wave Serpents have pretty much been on back order since the codex released. Basically, it will change the way people write their army lists, as all of a sudden you have to deal with light mech again.

2 Farseer, Bike (Strongly consider Telepathy after trying for Doom/Fortune on the first roll.. Most things are already TL)
5x 5 DA, Serpent, SL, SC, Holo
2x 4 GJB, SC
3 Warwalker, 6 SL
3 Warwalker, 3 SL, 3 BL
1850

Options include dropping a Farseer for a Laughing God Autarch, WW unit for Spiders, DA unit for Fire Dragons, etc. Either way, the core of the list remains the same.

This message was edited 4 times. Last update was at 2013/07/11 05:13:24


//11thCompanyGT '13, 40k Singles :: [5-2], Bracket Champion ||
//MichiganGT '13, 40k Singles :: [5-1], 4th Place, Best Xenos ||
//Adepticon '13, 40k Finals :: [6-2], 10th Place ||
//BAO '13, 40k Singles :: [5-2], 18th Place ||

[hippos eat people for fun and games] 
   
Made in us
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Maybe GW realised their mistake of the WS and are saying to everyone "NO SERPENT FOR YOU" but that would not fall in thier philosophy of we will take every penny you got. Troubling times are predicted to be ahead.

In reference to spam lists...I REALLY don't like them because to me it shows that the person only knows how to abuse and not how to use their codex. Yet if it was some one like Jy2 was behind the army it wouldn't apply because...its jy2.

Adding a unit of GJB is sacrilege to my footdar. We use the serpent because its a bloody transport and only transports shall be used...unless I add one other tank, but I am still uncertain about whether to take it or not. Maybe I will throw it in just for jy2 on friday

Color Scheme
Luggnath Army

Field testing>>>Paper testing 
   
Made in us
Fixture of Dakka





San Jose, CA

This is what I am thinking of running at 2K for eldar. Yes, it's a spam list. That is hard to avoid because most of the units therein are so good in terms of offense, mobility and defense/resiliency as well.

2K Mechdar

Farseer - Jetbike, Mantle of the Laughing God

10x Guardians - Wave Serpent w/TL-Scatter, Holofields
10x Guardians - Wave Serpent w/TL-Scatter, Holofields
10x Guardians - Wave Serpent w/TL-Scatter, Holofields
10x Guardians - Wave Serpent w/TL-Scatter, Holofields
10x Storm Guardians - 2x Fusions, Wave Serpent w/TL-Scatter, Holofields
3x Jetbikes - 1x Shuricannon

7x Warp Spiders
7x Warp Spiders
7x Warp Spiders

Wraith Knight (just because I like the guy )




Automatically Appended Next Post:
 hippesthippo wrote:
I'm gonna go post my version in the army list forum first so ha!


Automatically Appended Next Post:
It is a really good list. The only reason it isn't super popular yet is that Wave Serpents have pretty much been on back order since the codex released. Basically, it will change the way people write their army lists, as all of a sudden you have to deal with light mech again.

2 Farseer, Bike (Strongly consider Telepathy after trying for Doom/Fortune on the first roll.. Most things are already TL)
5x 5 DA, Serpent, SL, SC, Holo
2x 4 GJB, SC
3 Warwalker, 6 SL
3 Warwalker, 3 SL, 3 BL
1850

Options include dropping a Farseer for a Laughing God Autarch, WW unit for Spiders, DA unit for Fire Dragons, etc. Either way, the core of the list remains the same.

I believe you've got 1 troop too many there.

This message was edited 1 time. Last update was at 2013/07/11 07:14:00



6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in us
Regular Dakkanaut





stock WK?

Color Scheme
Luggnath Army

Field testing>>>Paper testing 
   
Made in gb
Deranged Necron Destroyer



UK, Midlands



I think thats the best way to take him, especially in a list with so much AI firepower. He has replaced fire prisms in my mech list.

While I look forward to seeing some battle reports from jy2 covering my favorite type of army (mechdar), that list is painfully dull!

I play with more expensive embarked units (dragons and Scythe Guard) and use the serpents to get them to their targets in style. Spam will probably prove more competative though.
   
Made in us
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MI

Haha woops. Figured out how tofitthe spiders in!

//11thCompanyGT '13, 40k Singles :: [5-2], Bracket Champion ||
//MichiganGT '13, 40k Singles :: [5-1], 4th Place, Best Xenos ||
//Adepticon '13, 40k Finals :: [6-2], 10th Place ||
//BAO '13, 40k Singles :: [5-2], 18th Place ||

[hippos eat people for fun and games] 
   
Made in gb
Deranged Necron Destroyer






 jy2 wrote:
This is what I am thinking of running at 2K for eldar. Yes, it's a spam list. That is hard to avoid because most of the units therein are so good in terms of offense, mobility and defense/resiliency as well.

2K Mechdar

Farseer - Jetbike, Mantle of the Laughing God

10x Guardians - Wave Serpent w/TL-Scatter, Holofields
10x Guardians - Wave Serpent w/TL-Scatter, Holofields
10x Guardians - Wave Serpent w/TL-Scatter, Holofields
10x Guardians - Wave Serpent w/TL-Scatter, Holofields
10x Storm Guardians - 2x Fusions, Wave Serpent w/TL-Scatter, Holofields
3x Jetbikes - 1x Shuricannon

7x Warp Spiders
7x Warp Spiders
7x Warp Spiders

Wraith Knight (just because I like the guy )



Ouch yep that is quite brutal, do you really need those 3 jebikes? adding a suncannon and shield to the WK might be worth it.
&&Mental Note&& need more cover ignoring stuff...

This message was edited 1 time. Last update was at 2013/07/11 12:46:48


You have ruled this galaxy for ten thousand years
Yet have little of account to show for your efforts
Order. Unity. Obedience.
We taught the galaxy these things

And we shall do so again.

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