Savnock wrote:And if you have your DAs kitted out to tarpit as well, using that as quickly as possible allows you to bring in your supporting CC units much faster. This increases the effectiveness of those CC units, and keeps them safer from enemy shooting (most Eldar CC specialists being glass hammers). As an added bonus, Serpents are a good source of anti-tank fire, with good mobility and brightlances.
Maybe 5th will bring more DAs on foot, but only alongside the (inevitable) Guardian hordes, I think.
More troops seems to be a requirement - but who knows what the final rules will say.
My still limited
40k experience - Guardians are great FOR THE POINTS. They are like Men at Arms in Fantasy Bretonnian armies - they are so cheap, so it is easy to get down on them when they crumble quickly.
Yet guardians are very good throwing out a ton of shooting at that which can be harmed by shooting in big doses - which includes regular marines. If you have several units that are potentially scoring say in 4th edition take and hold - your opponent has to take out your big threats first. I managed to hide a guardian unit most of the game, getting the bonus points for the win. Same with pathfinders.
Still, it is REALLY tempting to replace two guardian units with one more unit of dire avengers - they were really that effective for me this weekend in 5 games against marines and noise marines and even smallish units of terminators.
Wave Serpents are incredible

It was fun to pop up OVER forests and shoot the enemy tanks that were trying to hide from me