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Made in gb
Towering Hierophant Bio-Titan



UK

Im doing the turn math, & they should be able to fire at most things turn 2 and 4. Move 24-36" turn 1, (maybe move and) unload & shoot turn 2, load-up & move turn three.. Or move/carry on shooting. Unload and shoot again like turn 2 on turn 4 or carry on shooting/moving.

To prevent counter attacks I can use guardains to assault things I wana pew but not engage with the wraithguard. Um..I can always tank shock units to move them out of charge range & then the serpent shoots itself or reposition w/ its star engines if its at risk too much. I mean my point is Ive quite quite alot of options with this entirely mechanised army. The wraithguard are expensive but should be able to cripple atleast two seperate things over the course of the game, along with being able to not die quickly (unlike piffy guardains) so they should be worth it/do what thier ment to do. I understand an assult could render them useless for a few turns/the entire game but its just somthing to avoid..

What am I missing Wuestenfux?

This message was edited 2 times. Last update was at 2009/02/21 08:06:11


 H.B.M.C. wrote:
Friend of mine just sent me this:

"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ."
Too be fair.. it's all worked out quite well!

Heh.  
   
Made in us
Infiltrating Broodlord





Hemet, CA

Razerous wrote:
DAaddict wrote:I understand wanting to keep it cheap and thus the guardians but if you can lay your hands on stormguardians I think you would fit your mobile theme better...

10 Stormguardians w 2 fusion or flamers. 92 pts
35 more points and add a warlock with destructor.

No sit back and shoot but then again with all your serpents flitting about dropping 3 S6 and a TL S4 blast template, it might be nice on about turn 3 or so to drop out 2 flamers and a heavy flamer or light up a landraider with 2 fusion guns and a witchblade.

Rather than wraithguard, I would rather look at a retinue of warlocks to go with the farseer. While the wraithcannon is awesome, all those S9 witchblade attacks can make pretty short work of armor too. Throw in a singing spear and they can do the deed at the same range as wraithcannon. T6 AC 3+ or T3 Invulnerable 4+ with rerolls... pretty much the same league.


Yar - I do like the flamey guardains. I may have one squad equipped like that although for the warlock & destructor (so nessicary to go the full whack) its 35pts I may find difficult to scrimp. As it stands these guardies are long ranged. For the points atleast one s.guardie squad would be better. (Edit - one flamey squad fits in quite well!)
On the flip side - if I give any/all of them singing spears I reduce thier H2H effectiveness eventually down to that of the wraithguard. I4/2A on charge. T3 4++ > t6 3+ though. > = better than, right?

As for warlocks.. again ive concidered these guys which are nearly the same points with psychic powers (meaning I can get about 7-8 of em) but it all came down to one thing - ap2. I want some decent anti-infantry slaying capacity, although I kinda do have this in the prisms. Hmm.
On the flip side if I start handing out singing spears to allow for decent anti-armor capabilities (a requirement from this unit) I start reducing thier effectiveness in H2H eventually down to that of the wraithguard. Although T3 4++ is better than T6 with a 3+ especially on the re-roll due to power weapons.


I still vote for keeping the prism. I think it's more survivable than most anything just because it can stay away from danger better than most anything else. AP2 is always lovely, especially if there's an option for a large blast in the same place.

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