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Made in au
Fresh-Faced New User




Just wondering if this is worth the cost


2x10 Direavengers with an exarch w/ dual catapults and bladestorm
2x waveserpents with ur choice of guns
Eldrad to ride with one of the squads


so you guide both squads, doom their target move up to within 18" and bladestorm

it's 66 shots, rerolling hits and wounds

so average 44 hits, 22 reroll so another say 15, 59 hits total
half wound, 30, 29 reroll, so another say 15, 45 wounds total (plus waveserpents)

that's enough wounds to wipe a 10 man squad of marines, and the attached character or bunch of initiates or w/e
also enough to kill a good 7 or so termies.


but the squads cost around 700pts, so is it worth the expense?


   
Made in us
Infiltrating Broodlord





Hemet, CA

My first question would be, what would you do after bladestorming? You're very vulnerable having charged up the field, disembarked, shot, and unable to shoot next turn. What would you be supporting this quick hit unit with? After that bladestorming I think they lose a lot of effectiveness. Are you going to have banshees or harlequins jumping into destroy the said DOOMED unit, guardian/war walker spam, something else? You've also put a few easily killable kill points out there for people to rush and either cap or get into H2H with to keep them busy for the rest of the game.

Tired of reading new rulebooks... Just wanting to play. 
   
Made in au
Fresh-Faced New User




well i was thinking of coupling this with a jetbike seer council who would multi charge after the bladestorm. the avengers would reembark if they didn't die to repeat the turn after.

i would either use wraithlords or warwalkers to provide some ranged antitank, havn't decided which.

that would take me to around 1750

hopefully they would be too busy with the seer council to attack the avengers

   
Made in us
Rogue Daemonhunter fueled by Chaos






Toledo, OH

What you've described is basically the core of a mech eldar list. It works pretty well, you just need to pick your targets with care.
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

In fact, Dire Avengers are very vulnerable after blade-storming. They are bunched up and an easy target for blast weapons.
Therefore, I would be reasonable to let them disembark into cover like a forest with the Serpent staying outside. With a 4+ cover save, they are more survivable.

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Made in us
Junior Officer with Laspistol






The eye of terror.

I know that everyone loves their bladestorm avengers, but I'd drop it. Without bladestorm you kill 10 marines with your shooting, but then you can do it again the next turn. Utilize your 18" range to prevent charges.

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Made in us
Fixture of Dakka






San Jose, CA

willydstyle wrote:I know that everyone loves their bladestorm avengers, but I'd drop it. Without bladestorm you kill 10 marines with your shooting, but then you can do it again the next turn. Utilize your 18" range to prevent charges.

You don't have to USE Bladestorm. If the situation doesn't call for the extra 50% firepower, then just shoot normally. But if you need it (read: large ork mobs sitting on objectives), it's really nice to have it.

This message was edited 1 time. Last update was at 2009/02/17 09:40:39


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Made in us
Superior Stormvermin





Blade storm also works great in a mech list due to being able to use the down-time to get back in your transport and zip away to the next target. You'll be exposed for a turn, but if you place them strategically, you can try to minimize the amount of return fire.

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Made in gb
Towering Hierophant Bio-Titan



UK

Isnt the whole Fish of Fury concept to maximise a transports damage output while having the added advantage of making it scoring?

Eldrad & double guide is all nice & well but its 750pts to annhilate 220pts worth of marines (or even 350 to target seperate things) so thats slightly skewed in points terms and it requires that point-chunk to either start the turn or end the turn within 6".

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Made in eu
Infiltrating Broodlord





Mordheim/Germany

Two bladestorming squads of avengers don't really strike me as the perfect unit against MEQ (or termies) anyway. Against orks, though...

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40k:
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Made in us
Banelord Titan Princeps of Khorne






Razerous wrote:Isnt the whole Fish of Fury concept to maximise a transports damage output while having the added advantage of making it scoring?


No, FoF was originally invented to protect fire warriors after they disembark from their transport. You put two 'fishes angled against each other and the fire warriors deploy in the pocket. In 4th, since Skimmers didn't block LOS, the firewarriors could rapid fire to their hearts content, and the added distance a unit had to move "around" the 'fishes to get to the warriors meant that they would be safe from being assaulted in the subsequent turn.

Also, the avengers are safest inside the wave serpents, so you should really think hard about when to finally "drop" them off. Plus, I'd think that three serpents with 5 DA a piece would be more useful then 2 serpents with 10. Or maybe 10 storm guardians with flamers in a serpent.

This message was edited 1 time. Last update was at 2009/02/17 17:54:17


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Made in us
Infiltrating Broodlord





Hemet, CA

Remember though adding a serpent with a squad of 5 avengers means 2 kill points and a squad that will have to take a test after losing 2 men, which isn't hard to do considering they're avengers. 4+ only goes so far.

I think the question is, how mech do you want to go (as Polonius has said)? If complete mech, put everyone in a transport and I could see using small squads so it's easy to embark/disembark. If you're halfway there, why not go the rest of the way?

Tired of reading new rulebooks... Just wanting to play. 
   
 
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