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![[Post New]](/s/i/i.gif) 2009/12/24 22:40:11
Subject: Re:1500 Mech Eldar (Council)
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Esteemed Veteran Space Marine
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I don't like jetcouncils, they seem to expensive for what they do, usually after my council gets out of the serpent, it is just many close combat phases spent wiping up whatever charges them. Also, they can never ignore armor saves, unlike Yriel, heh, which is very handy against plague marines/terminators. That's just from personal experience, but ehh, I have never actually used a jetcouncil, also, I usually only go against MEQ's or tau.
HTH & GL
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![[Post New]](/s/i/i.gif) 2009/12/24 23:56:24
Subject: Re:1500 Mech Eldar (Council)
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Longtime Dakkanaut
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Inquisitor_Syphonious wrote:I don't like jetcouncils, they seem to expensive for what they do, usually after my council gets out of the serpent, it is just many close combat phases spent wiping up whatever charges them. Also, they can never ignore armor saves, unlike Yriel, heh, which is very handy against plague marines/terminators. That's just from personal experience, but ehh, I have never actually used a jetcouncil, also, I usually only go against MEQ's or tau.
HTH & GL
This is just complete failure. "I don't like jet councils. I have never used one."
Jet councils are better than foot councils, except for the initial turn. You can't Fortune and turboboost to your target. An idea I was toying with, play Eldrad and deploy within reach for Eldrad to Fortune bike council and Fortune the on foot council inside serpent. They then both 24" move towards opponent.
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2012 tourney record:
Eldar 18W-2L-5D Overall x4
Deathwing 21W-7L-6D Overall x4 Best General x1 Best Appearance x3, 19th place Adepticon 40k Champs.
Space Wolves 2W-0L-1D Best Painted x1
Armies:
1850+ pts. 3000+ pts. 2000+
40k bits go to my ebay... http://stores.shop.ebay.com/K-K-Gaming-and-Bits |
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![[Post New]](/s/i/i.gif) 2009/12/25 00:32:52
Subject: Re:1500 Mech Eldar (Council)
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Esteemed Veteran Space Marine
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Yes, I know, I should probably try them before I speak, but, for 1,500 points? You lose a lot of firepower, which is very important, and 20 points for +1 save? If I were fighting a gunline army that performed poorly in close combat, I have no doubt that the jet council would outperform the serpent council. However, when mine just get caught up in close combat, the average 120-200 points spent on those nifty bikes seems to go down the gutter, not to mention that foot councils usually don't get destructors. The fact is, that I wouldn't spend those points for the +1 save (though still being vulnerable to small arms fire) and the mobility increase.
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![[Post New]](/s/i/i.gif) 2009/12/25 00:47:41
Subject: 1500 Mech Eldar (Council)
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Longtime Dakkanaut
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I was harsh, sorry.
The 20 for the +1 on save is insane. Fortune and 3+/3+ armor and 4+/4+ Inv., is invaluable.
That is why destructors need to be played. You need to kill a majority of squad so you aren't tarpitted too long.
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2012 tourney record:
Eldar 18W-2L-5D Overall x4
Deathwing 21W-7L-6D Overall x4 Best General x1 Best Appearance x3, 19th place Adepticon 40k Champs.
Space Wolves 2W-0L-1D Best Painted x1
Armies:
1850+ pts. 3000+ pts. 2000+
40k bits go to my ebay... http://stores.shop.ebay.com/K-K-Gaming-and-Bits |
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![[Post New]](/s/i/i.gif) 2009/12/25 01:01:34
Subject: Re:1500 Mech Eldar (Council)
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Esteemed Veteran Space Marine
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That is why destructors need to be played. You need to kill a majority of squad so you aren't tarpitted too long.
QFT
I cringe everytime someone says "drop those destructors, they're useless"...
For the record, if I had more money/modeling talent/motivation I would build a saim-hann army, it's cool that you find the motivation to do what you do.
Also, it is very hard to express emotions over the interweb...
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This message was edited 1 time. Last update was at 2009/12/25 01:01:55
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![[Post New]](/s/i/i.gif) 2009/12/25 04:24:32
Subject: 1500 Mech Eldar (Council)
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Furious Fire Dragon
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Yea its going to be a bitch to model them. And to pay for them jetbikes is bloody expensive, might as well buy a wraithguard unit (although lol at that thought).
Only thing Im conserned about in the list I proposed:
-Low ranged AT
-Low ranged AI (i have tons of close range AI, 9 templates)
So I feel my shooting turn my be short, maybe to short. Not sure how to change that up though.
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