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![[Post New]](/s/i/i.gif) 2009/10/29 20:15:27
Subject: Super-melee Eldar
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Cruel Corsair
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I'm working on putting together an Eldar list, and although I'm not actually going to do this (at least initially) it seems to me like Eldar have a lot of really good melee units. I'm interested to know if anyone ever tried to put together a list using Banshees, Harlequins, AND Striking Scorpions all in the same list, possibly with Prince Yriel in command. With 5th ed, squads can hop into other squads transports, so you could take some cheap Guardian squads with Serpents, then have all your melee Elites embark in them and zip up the field to cause havoc. Obviously you'd need some tank-killing support, but it just seems like a neat idea that appeals to me in theory, and I was wondering if anyone had ever tried it/seen it tried and how it worked out.
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![[Post New]](/s/i/i.gif) 2009/10/29 21:55:44
Subject: Super-melee Eldar
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Plastictrees
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It worked really well back around 2007 when marines didn't automatically have krak grenades and most heavy/special weapons were plasma.
It would probably still work okay as a second-tier army. The biggest limitation is that your best HtH troops are all elite, so you're pretty much limited to 3 units--plus maybe a unit of warlocks with farseer which is effective against certain opponents (like walkers and orks/guardsmen). Shining spears borderline as another HtH unit. I used also a defend/shimmershield DA unit or two to bog down countercharge units until I could get to them.
Even in 2007, though, it was a hit-and-run army, not really able to get massacres on a regular basis. You kinda had to hit a flank with multi-charges, use your grav tanks to build a wall and carve a slice out of the opponent and delay the counter-attack, then hop back into your rides and drive off before they could reach you.
If you're really serious about playing a fast assault army, have a look at DE.
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"The complete or partial destruction of the enemy must be regarded as the sole object of all engagements.... Direct annihilation of the enemy's forces must always be the dominant consideration." Karl von Clausewitz |
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![[Post New]](/s/i/i.gif) 2009/10/29 22:39:48
Subject: Super-melee Eldar
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Proud Phantom Titan
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Only use for storm guardians its triple flamer + doom. This is good removing troublesome orks. Once they're on the field though they tend to die quickly.
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![[Post New]](/s/i/i.gif) 2009/10/29 22:42:28
Subject: Super-melee Eldar
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Longtime Dakkanaut
The ruins of the Palace of Thorns
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Your Banshees and Scorpions can have their own transport, no need to borrow one. Your harlequins will be easier to shoot if you transport them, so you may not want to do so.
You could take elite CCers, a Wraithlord or two, plus for troops a bunch or Rangers to provide covering fire. If you could pin any units before charging, you'd deny them them the use of their grenades, wouldn't you?
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![[Post New]](/s/i/i.gif) 2009/10/29 23:45:35
Subject: Super-melee Eldar
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Growlin' Guntrukk Driver with Killacannon
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I've seen on the internet a Harlequin army backed up by ranger fire, eldrad, and 3x wraithlords with EMLs (It's also a 'pinning army' in that every single unit in that army can pin you down so the Harlies can run up to you and slice your face open)
CC eldar lists can be mean indeed, the elites are good at it, and really contend with other CC elites, storm guardians can beat other troops maybe in the assault (if they burn first, and have enhance+witchblade) but it's never a sure bet. I wouldn't recomend taking only one CC elite, take a few different ones, as each one is specialized to kill something, Scorpions are good at chopping troops, and live for the turn1 charge, Banshees on the other hand, chop up elites very well, or really anyone wearing decent armor. Harlequins are just good at not getting shot, and laughing at your own cover. They can also carry fusion pistols, so they can kill tanks if you need them to.
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![[Post New]](/s/i/i.gif) 2009/10/30 00:35:05
Subject: Super-melee Eldar
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Plastictrees
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I don't think scorpions can get a turn 1 charge unless something changed that I don't know about. They don't fleet, and they have to start over 12" away even if they infiltrate, so unless my geometry is off it shouldn't be mathematically possible.
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"The complete or partial destruction of the enemy must be regarded as the sole object of all engagements.... Direct annihilation of the enemy's forces must always be the dominant consideration." Karl von Clausewitz |
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![[Post New]](/s/i/i.gif) 2009/10/30 00:35:41
Subject: Super-melee Eldar
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Bloodthirsty Chaos Knight
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Think the build would work well padded with storm guardians and an avatar as an HQ to add fearless to the area he is in.
Been playing around with storm squads again lately trying to nail a decent list able to handle horde armies and MEQ's and playing around with destructor over enhance was fun, but very opponent dependant.
Anti tank Fire I'd probably use either some flanking walkers looking for rear armour shots, or kit transports with EML's/brightlances.
Will try to do a quick 1500 point list based on the idea tomorrow sometime though and post it for people to have a look over which could be fun. Then ofcourse, try it out hopefuly this weekend
Edit: Always the option of fusion guns for anti tank in the storm squads too, with a witchblade in assaults against them
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This message was edited 1 time. Last update was at 2009/10/30 00:49:28
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![[Post New]](/s/i/i.gif) 2009/10/30 03:31:06
Subject: Super-melee Eldar
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Wicked Canoptek Wraith
Vancouver, BC
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starbomber109 wrote:I've seen on the internet a Harlequin army backed up by ranger fire, eldrad, and 3x wraithlords with EMLs (It's also a 'pinning army' in that every single unit in that army can pin you down so the Harlies can run up to you and slice your face open)
Fritz's clowns? It's an interesting army but I imagine it'd be boring to play after a few games.
As for assault Eldar, I think a dual seer council would be the only viable way to do this. Depending on the points limit, Banshees and/or Harlequins could be added as well.
Still, I can't imagine something like this being capable of dealing with the current top armies.
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This message was edited 2 times. Last update was at 2009/10/30 03:34:08
http://gamers-gone-wild.blogspot.com/
riman1212 wrote:i am 1-0-1 in a doubles tourny and the loss was beacause the 2 people we where vsing where IG who both took 50 conscipts yarak in one a comistare in the other
lukie117 wrote:necrons are so cheesy it should be easy but space marines are cheesy too so use lots of warriors with a chessy res orb |
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![[Post New]](/s/i/i.gif) 2009/10/30 04:24:17
Subject: Super-melee Eldar
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Lethal Lhamean
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Flavius Infernus wrote:If you're really serious about playing a fast assault army, have a look at DE.
We also call our brightlances a different name and get them immensely cheaper too
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Thor665's Dark Eldar Tactica - A comprehensive guide to all things DE (Totally finished...till I update bits and pieces!)
Thor665's battle reports DE vs. assorted armies.
Splintermind: The Dark Eldar Podcast It's a podcast, about Dark Eldar.
Dashofpepper wrote:Thor665 is actually a Dark Eldar god, manifested into electronic bytes and presented here on dakkadakka to bring pain and destruction to all lesser races. Read his tactica, read his forums posts, and when he deigns to critique or advise you directly, bookmark it and pay attention. |
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![[Post New]](/s/i/i.gif) 2009/10/30 13:55:24
Subject: Super-melee Eldar
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Proud Phantom Titan
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....move along nothing to see here...
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This message was edited 1 time. Last update was at 2009/10/30 15:24:51
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![[Post New]](/s/i/i.gif) 2009/10/30 14:51:42
Subject: Super-melee Eldar
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Plastictrees
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Tri wrote:Flavius Infernus wrote:I don't think scorpions can get a turn 1 charge unless something changed that I don't know about. They don't fleet, and they have to start over 12" away even if they infiltrate, so unless my geometry is off it shouldn't be mathematically possible. WS moves 12" and spins 180' they get out 2" and assault 6" that's 20". It can never happen in pitched battles unless they go second and get lucky. In Spear head they must be place to the edge of the deployment zone distance is roughly 17". In Dawn of war you may have some one within 18".
Wouldn't this require you to violate the rule that prevents you from assaulting the same turn that you disembark from a closed-topped transport if the transport has moved?
The way it's been done since the start of 4th ed is (1) you fly up to charge range and sit (2) weather a turn of enemy fire (3) *before the transport moves* disembark, move (fleet if possible) assault in your *following* turn.
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This message was edited 1 time. Last update was at 2009/10/30 14:55:24
"The complete or partial destruction of the enemy must be regarded as the sole object of all engagements.... Direct annihilation of the enemy's forces must always be the dominant consideration." Karl von Clausewitz |
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![[Post New]](/s/i/i.gif) 2009/10/30 15:23:57
Subject: Super-melee Eldar
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Proud Phantom Titan
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Dakka double post
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This message was edited 1 time. Last update was at 2009/10/30 15:25:20
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