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![[Post New]](/s/i/i.gif) 2013/07/10 12:22:03
Subject: Re:HQ for Mech Eldar
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Ladies Love the Vibro-Cannon Operator
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rohansoldier wrote: wuestenfux wrote: Homeskillet wrote:I agree with Wuestenflux, you'll need a highly mobile character who can keep up with the mech. I've been playing with running a list full of serpents, hawks, and spiders, and I've found that a jetseer is the best way to support a fast-moving army.
Depending on the amount of points in the game, I could see putting an assaulty PL in one and bum-rushing the opponent. Even then, you're looking at turn 3 assault, unless you can bait your opponent into popping your WS bottom of turn 1/top of 2 (which, by the way, is a tactic I've used with success to get Asurmen into combat turn 2).
Well, if you run Warp Spiders, you can also take a Farseer with warp jump generator.
A PL is questionable in a mech list, maybe the fast moving Baharroth. For the same points you get 5 DAs plus a Serpent.
Unless I am missing something, the farseer does not have the option for a warp jump generator (only autarchs do).
How about a farseer with wings of faolchu and mantle of the laughing god? Expensive, yes, but he has a 2+ rerollable cover save in terrain and can run 48" a turn, making him fast enough to use his powers where they will have the most effect each turn. Plus it would be fun for denying slay the warlord to your opponent.
Sorry, you're right. The Autarch has this option, the Farseer not.
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Former moderator 40kOnline
Lanchester's square law - please obey in list building!
Illumini: "And thank you for not finishing your post with a " " I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."
Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss |
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![[Post New]](/s/i/i.gif) 2013/07/10 12:48:27
Subject: Re:HQ for Mech Eldar
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Tzeentch Veteran Marine with Psychic Potential
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wuestenfux wrote: Homeskillet wrote:I agree with Wuestenflux, you'll need a highly mobile character who can keep up with the mech. I've been playing with running a list full of serpents, hawks, and spiders, and I've found that a jetseer is the best way to support a fast-moving army.
Depending on the amount of points in the game, I could see putting an assaulty PL in one and bum-rushing the opponent. Even then, you're looking at turn 3 assault, unless you can bait your opponent into popping your WS bottom of turn 1/top of 2 (which, by the way, is a tactic I've used with success to get Asurmen into combat turn 2).
Well, if you run Warp Spiders, you can also take a Farseer with warp jump generator.
A PL is questionable in a mech list, maybe the fast moving Baharroth. For the same points you get 5 DAs plus a Serpent.
I am not the best general, but a PL could also compliment what you have inside your tanks. Asurmen is a beast I would not want to see holding an objective with a squad of Scytheguards, same as Maugan Ra. Both of these compliment very well powerhouse units you can have inside your WS. But I agree : they are v. expansive...
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![[Post New]](/s/i/i.gif) 2013/07/10 13:24:47
Subject: HQ for Mech Eldar
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Screaming Shining Spear
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I've been running Mech Eldar for as long as I've been playing, despite the crazy expensive old-style Wave Serpents I have to prove it. :-P
I run a Farseer and a Spiritseer. I would run two Farseers but I do fit in a unit of Wraithguard D-scythes in one of my Serpents, so trooping them is nice. I also run one unit of foot Guardians. So the Battle spells are useful to toss into one of those two units. I don't min-max, so I'm not full on TFG spam.
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Farseer Faenyin
7,100 pts Yme-Loc Eldar(Apoc Included) / 5,700 pts (Non-Apoc)
Record for 6th Edition- Eldar: 25-4-2
Record for 7th Edition -
Eldar: 0-0-0 (Yes, I feel it is that bad)
Battlefleet Gothic: 2,750 pts of Craftworld Eldar
X-wing(Focusing on Imperials): CR90, 6 TIE Fighters, 4 TIE Interceptors, TIE Bomber, TIE Advanced, 4 X-wings, 3 A-wings, 3 B-wings, Y-wing, Z-95
Battletech: Battlion and Command Lance of 3025 Mechs(painted as 21st Rim Worlds) |
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![[Post New]](/s/i/i.gif) 2013/07/10 16:43:13
Subject: Re:HQ for Mech Eldar
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Judgemental Grey Knight Justicar
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Massaen wrote:rohansoldier wrote:Unless I am missing something, the farseer does not have the option for a warp jump generator (only autarchs do).
How about a farseer with wings of faolchu and mantle of the laughing god? Expensive, yes, but he has a 2+ rerollable cover save in terrain and can run 48" a turn, making him fast enough to use his powers where they will have the most effect each turn. Plus it would be fun for denying slay the warlord to your opponent.
Nope, you are correct. That said, just go the jetbike and mantle as you get essentially the same movement for less points
Homeskillet wrote:I agree with Wuestenflux, you'll need a highly mobile character who can keep up with the mech. I've been playing with running a list full of serpents, hawks, and spiders, and I've found that a jetseer is the best way to support a fast-moving army.
Depending on the amount of points in the game, I could see putting an assaulty PL in one and bum-rushing the opponent. Even then, you're looking at turn 3 assault, unless you can bait your opponent into popping your WS bottom of turn 1/top of 2 (which, by the way, is a tactic I've used with success to get Asurmen into combat turn 2).
Fairly sure what you describe is not allowed.. You essentially still count as disembarking so no assault after tank is destroyed
Not seeing why its not allowed. WS gets popped in the enemy shooting phase, troops must disembark immediately. They can then move and assault as normal in the following turn.
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![[Post New]](/s/i/i.gif) 2013/07/10 17:03:04
Subject: Re:HQ for Mech Eldar
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Regular Dakkanaut
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Homeskillet wrote:
Not seeing why its not allowed. WS gets popped in the enemy shooting phase, troops must disembark immediately. They can then move and assault as normal in the following turn.
You're going to need a reference for that claim. Page 79 is pretty clear that models which disembark "cannot declare a charge in their subsequent assault phase".
If the transport Explodes rather than wrecks, it's probably technically legal, since the rules for Explodes! make no mention of disembarking - the passengers just magically appear outside of the vehicle. But that's a weird distinction to make and I'd probably play as if they'd disembarked.
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This message was edited 1 time. Last update was at 2013/07/10 17:07:18
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![[Post New]](/s/i/i.gif) 2013/07/10 18:14:17
Subject: HQ for Mech Eldar
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Hoary Long Fang with Lascannon
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From the FAQ
"Q: If a unit disembarks from a destroyed vehicle during the enemy turn, can it Charge in the Assault phase of its own turn? (p80) A: No, unless the vehicle in question was an Assault Vehicle."
So no, that doesn't work
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![[Post New]](/s/i/i.gif) 2013/07/10 18:22:50
Subject: HQ for Mech Eldar
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Shas'o Commanding the Hunter Kadre
Olympia, WA
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For a run and dump army that attacks from the midfield with a mass fo shooting? Get Prince Yriel. He's an Autarch (so yay reserves), he has a very useful Warlord trait and he can fight. His Warlord trait can be a pretty good augment for a massive shooting round.
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Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php |
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![[Post New]](/s/i/i.gif) 2013/07/10 20:48:26
Subject: HQ for Mech Eldar
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Judgemental Grey Knight Justicar
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anonymou5 wrote:From the FAQ
"Q: If a unit disembarks from a destroyed vehicle during the enemy turn, can it Charge in the Assault phase of its own turn? (p80) A: No, unless the vehicle in question was an Assault Vehicle."
So no, that doesn't work
Snap! Good catch, I missed that one.
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![[Post New]](/s/i/i.gif) 2013/07/11 06:48:54
Subject: HQ for Mech Eldar
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Ladies Love the Vibro-Cannon Operator
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Well, at the weekend, we'll have a Team-Tournament.
A team consists of two armies, each 1000 pts, using the rules of allies.
I'll play Eldar together with DE. Both armies are primarily shooty:
Jetseer
5 DA w/ Serpent (scatter laser, shuricannon, holofield)
5 DA w/ Serpent (scatter laser, shuricannon, holofield)
5 FD w/ Serpent (scatter laser, shuricannon, holofield)
3 WW w/ scatter lasers.
I have just 115 pts to spend for the Jetseer (so no upgrades).
How about psychic powers?
I'd opt for the primary powers: psychic shriek, guide, and prescience.
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Former moderator 40kOnline
Lanchester's square law - please obey in list building!
Illumini: "And thank you for not finishing your post with a " " I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."
Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss |
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![[Post New]](/s/i/i.gif) 2013/07/11 10:32:59
Subject: HQ for Mech Eldar
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Longtime Dakkanaut
New Zealand
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Tbh if you can't afford the Mantle and have no infantry or jetbike units to put him with then I wouldn't even bother with the Seer. The only thing you have to Guide is the Walkers, and I know its hard to get over as an long time Eldar player, but with BS4 they don't actually need it as badly anymore.
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![[Post New]](/s/i/i.gif) 2013/07/11 11:08:31
Subject: HQ for Mech Eldar
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Ladies Love the Vibro-Cannon Operator
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Powerguy wrote:Tbh if you can't afford the Mantle and have no infantry or jetbike units to put him with then I wouldn't even bother with the Seer. The only thing you have to Guide is the Walkers, and I know its hard to get over as an long time Eldar player, but with BS4 they don't actually need it as badly anymore.
In fact, these were also my thoughts.
As a solo warlord, she may give an easy victory point to the opponent.
Guide or prescience on Fire Dragons would be useful. But both powers cannot be cast in the turn the FDs disembark from the Serpent.
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This message was edited 1 time. Last update was at 2013/07/11 11:09:02
Former moderator 40kOnline
Lanchester's square law - please obey in list building!
Illumini: "And thank you for not finishing your post with a " " I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."
Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss |
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![[Post New]](/s/i/i.gif) 2013/07/11 11:12:15
Subject: HQ for Mech Eldar
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Executing Exarch
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wuestenfux wrote:Guide or prescience on Fire Dragons would be useful. But both powers cannot be cast in the turn the FDs disembark from the Serpent. Why can't they? What am I missing here
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This message was edited 1 time. Last update was at 2013/07/11 11:12:28
Blacksails wrote:
Its because ordinance is still a word.
However, firing ordinance at someone isn't nearly as threatening as firing ordnance at someone.
Ordinance is a local law, or bill, or other form of legislation.
Ordnance is high caliber explosives.
No 'I' in ordnance.
Don't drown the enemy in legislation, drown them in explosives. |
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![[Post New]](/s/i/i.gif) 2013/07/11 11:15:53
Subject: HQ for Mech Eldar
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Longtime Dakkanaut
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As long as the seer has joined them in the transport, he can cast it targeting his own unit so it will work. Exception is when they are e from reserves, so he doesn't get a chance to cast it that turn.
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This message was edited 1 time. Last update was at 2013/07/11 11:17:14
hello |
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![[Post New]](/s/i/i.gif) 2013/07/11 11:20:03
Subject: HQ for Mech Eldar
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Ladies Love the Vibro-Cannon Operator
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Well, the spells guide and prescience are cast at the beginning of the turn and require line of sight.
But when the FD are mounted in the Serpent at the start of the turn, the Farseer cannot draw line of sight to them and so cannot cast these powers on them. Too bad.
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This message was edited 1 time. Last update was at 2013/07/11 11:20:43
Former moderator 40kOnline
Lanchester's square law - please obey in list building!
Illumini: "And thank you for not finishing your post with a " " I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."
Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss |
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![[Post New]](/s/i/i.gif) 2013/07/11 11:23:51
Subject: HQ for Mech Eldar
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Executing Exarch
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Thanks - I thought we were still on about the jetseer
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Blacksails wrote:
Its because ordinance is still a word.
However, firing ordinance at someone isn't nearly as threatening as firing ordnance at someone.
Ordinance is a local law, or bill, or other form of legislation.
Ordnance is high caliber explosives.
No 'I' in ordnance.
Don't drown the enemy in legislation, drown them in explosives. |
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