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![[Post New]](/s/i/i.gif) 2013/11/06 16:28:10
Subject: Re:Marines answer to wave serpent spam?
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Dark Angels Librarian with Book of Secrets
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augustus5 wrote:How about 3 or 4 land raiders? Wave serpents can fire their scatter lasers at you all day and it won't scratch your av14.
That's what the 2 wraithknights are for.
Now you could bring 3-4 land raiders with a bunch of marines inside who will hop out and combat squad out and assault land raiders.
Make sure your land raiders are the TL LC variety so you can shoot down wraithknights before they clobber your entire army.
That could work -- but your really throwing hard paper to the serpent rock. If you face any other kind of list you might be boned hard.
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![[Post New]](/s/i/i.gif) 2013/11/06 16:37:00
Subject: Re:Marines answer to wave serpent spam?
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Locked in the Tower of Amareo
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labmouse42 wrote: augustus5 wrote:How about 3 or 4 land raiders? Wave serpents can fire their scatter lasers at you all day and it won't scratch your av14.
That's what the 2 wraithknights are for.
Now you could bring 3-4 land raiders with a bunch of marines inside who will hop out and combat squad out and assault land raiders.
Make sure your land raiders are the TL LC variety so you can shoot down wraithknights before they clobber your entire army.
That could work -- but your really throwing hard paper to the serpent rock. If you face any other kind of list you might be boned hard.
This is the real problem with Eldar. If you hard tailor for them, you've got a game. If you build a list for an unknown opponent and draw Eldar... well, you know the rest.
Also, has there ever been an official ruling on grav weapons and vehicle cover saves?
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This message was edited 1 time. Last update was at 2013/11/06 16:38:23
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![[Post New]](/s/i/i.gif) 2013/11/06 16:39:07
Subject: Re:Marines answer to wave serpent spam?
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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Martel732 wrote: labmouse42 wrote: augustus5 wrote:How about 3 or 4 land raiders? Wave serpents can fire their scatter lasers at you all day and it won't scratch your av14.
That's what the 2 wraithknights are for.
Now you could bring 3-4 land raiders with a bunch of marines inside who will hop out and combat squad out and assault land raiders.
Make sure your land raiders are the TL LC variety so you can shoot down wraithknights before they clobber your entire army.
That could work -- but your really throwing hard paper to the serpent rock. If you face any other kind of list you might be boned hard.
This is the real problem with Eldar. If you hard tailor for them, you've got a game. If you build a list for an unknown opponent and draw Eldar... well, you know the rest.
Or you could face Eldar with a fair number of Lances, Dragons, or Wraith in Serpents.
When it comes down to it...nothing beats Serpent Spam like moar serpent spam.
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![[Post New]](/s/i/i.gif) 2013/11/06 16:41:05
Subject: Re:Marines answer to wave serpent spam?
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Daemonic Dreadnought
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Martel732 wrote:
This is the real problem with Eldar. If you hard tailor for them, you've got a game. If you build a list for an unknown opponent and draw Eldar... well, you know the rest.
This is why there needs to be a mulligan system in tournaments. You should be able to strategically withdraw from an engagement you don't believe you can win. Perhaps everyone could get just one per tournament.
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![[Post New]](/s/i/i.gif) 2013/11/06 16:47:33
Subject: Marines answer to wave serpent spam?
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Locked in the Tower of Amareo
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Nah, too many are facing multiple Taudar/Tau-Tau/Eldtau in a row. GW needs to think before they publish.
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![[Post New]](/s/i/i.gif) 2013/11/06 17:53:47
Subject: Marines answer to wave serpent spam?
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Longtime Dakkanaut
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Marine response is to sell their army and buy Eldar instead.
Of course there is the list tailoring option also. Stack up with grav bikes, 3 tri-las predators and 3 storm talons.
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![[Post New]](/s/i/i.gif) 2013/11/06 17:56:56
Subject: Marines answer to wave serpent spam?
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Locked in the Tower of Amareo
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That's the response GW wants.
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![[Post New]](/s/i/i.gif) 2013/11/06 18:09:08
Subject: Marines answer to wave serpent spam?
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Longtime Dakkanaut
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No what GW wants is for people to not play competitively at all, but that's a whole different debate.
As for the OP, I'd look at autocannons preds, forget trying to pen them, and just glance them to death you only have to do it 3 times..... Per wave serpant.
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![[Post New]](/s/i/i.gif) 2013/11/06 18:10:40
Subject: Marines answer to wave serpent spam?
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Locked in the Tower of Amareo
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"No what GW wants is for people to not play competitively at all, but that's a whole different debate. "
I think that would make their sales go down, as people wouldn't have to switch armies as often to keep up with the meta.
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![[Post New]](/s/i/i.gif) 2013/11/06 18:12:16
Subject: Marines answer to wave serpent spam?
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Longtime Dakkanaut
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Martel732 wrote:"No what GW wants is for people to not play competitively at all, but that's a whole different debate. "
I think that would make their sales go down, as people wouldn't have to switch armies as often to keep up with the meta.
Still doesn't mean they haven't turned a blind eye to it. Plus Little Timmy will keep them going.
And their current codexes are no where on the same level broken as the late 5th edition codexes.
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This message was edited 1 time. Last update was at 2013/11/06 18:13:29
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![[Post New]](/s/i/i.gif) 2013/11/06 18:17:58
Subject: Marines answer to wave serpent spam?
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Locked in the Tower of Amareo
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Actually, the guys over at 11th company are saying 6th is much worse because of "Deathstar 40K" syndrome. I'm inclined to agree. Screamerstar, seer council, serpent spam, riptide spam, etc. Even at the height of GK brokeness in 5th, I still got to play and had a shot.
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![[Post New]](/s/i/i.gif) 2013/11/06 18:21:28
Subject: Marines answer to wave serpent spam?
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Trustworthy Shas'vre
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Amazing, another thread turns into a Martel732 bitch thread. Such a sob story... Opponents Spam Serpents, never fire their shields, and still have enough other models and firepower to table you by Turn 3. Its truly amazing actually, I'd like to know how they do it.
To the OP, that is serpent and AV12 Skimmer Spam to the max and is possible at 1750, but more likely at 1850 or higher. Its not being seen competitively after a short lived bout because there are too many other armies that can effectively counter it. Looks like many armies are settling between 2-4 Wave Serpents at 1850. Being an SM army your options are limited and you are fighting an uphill battle. You've got 3 options.
Bikes.
Air Force.
Drop Pods.
Now, a lot depends on if your opponent is firing his shields or not. If so, they will most likely have a pesky 4+ Cover save, but are vulnerable to your High Strength Low AP weaponry and their damage output will be much higher. If they are not firing their shield, then their damage output is actually quite low. Serpents that don't fire their Shields have pretty poor Damage output, but are still mobile and incredibly resilient. If they aren't shooting their shields they become lower priority targets, High damage units like Warwalkers and Warp Spiders will take precedence.
Bikes. Grav can be effective, assault is better. RAW Grav shouldn't allow a cover save, but some tournaments like the Renegade Open GT in two weeks are ruling they do. 2 6's is a Wreck, one Immobilizes them and greatly reduces their effectiveness. The bikes bring enough speed and punch to be effective. Though weathering the torrent of fire can be difficult, some kind of Tank in your bike squads will help.
Air Force. Storm Talons are ok, but Ravens are better, and both is nasty. Wave Serpent Spam doesn't really have an answer for dual Raven especially when coupled with Storm Talons as well. One flyer isn't the answer here, but 3-4 is.
Drop Pods. Not the best option, but it can work. Going second can be better if you are going the Zero Deploy Route with either all pods or Pods/Flyers. Get in their face, they don't have the capabilities to Intercept your army. And careful deployment can force them to flee and if they have to flee to escape assault range you get another turn to shoot them and a turn they aren't shooting you.
I'd look at a list based around a combination of Pods/Bike/AirForce. Though, IMO those are the best SM builds anyway. It'll take one of the best Marine Builds to counter the go to Eldar Builds.
Its not an easy fight, but its not hopeless. Serpent and Skimmer Spam to that extent can get hit hard by some other lists at the competitive level, but at the local level its going to be a tough fight for you. You've got options, but no one click solutions. There are a lot of uphill battles in 40k, this matchup is an uphill battle for most Marine builds.
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![[Post New]](/s/i/i.gif) 2013/11/06 18:23:41
Subject: Marines answer to wave serpent spam?
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Longtime Dakkanaut
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Martel732 wrote:Actually, the guys over at 11th company are saying 6th is much worse because of "Deathstar 40K" syndrome. I'm inclined to agree. Screamerstar, seer council, serpent spam, riptide spam, etc. Even at the height of GK brokeness in 5th, I still got to play and had a shot.
Perhaps it is in some areas, I personally don't have a competitive group, and we don't have a meta. But that's not to say I'm ignorant to the facts.
The one thing I have noticed with 6th, and your post has unintentionally highlighted it, there isn't one all winning list that stagnates the meta, as there was in 5th. Obviously this has something to do with the release schedule. And the last codex to come out is always the 'omg it's broken' codex, except for the first time in a long time GW have given us updates quick enough, to not have a codex sit in that throne for more than a couple of months. Except for now with Eldar, obviously Space Marines came out (almost forgot about them) but they have to play the middle ground with them, otherwise they can't release Space Marine +1 with Blood Angels and Space Wolves.
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This message was edited 1 time. Last update was at 2013/11/06 18:25:31
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![[Post New]](/s/i/i.gif) 2013/11/06 18:43:06
Subject: Marines answer to wave serpent spam?
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Plastictrees
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Another Eldar player shaking my head at this whole thread. I only lose wave serpents to marines from the one thing that Marines already have, the perfect tool for killing wave serpents, and they get it for free: krak grenades.
Krak grenades don't care about the serpent shield because they hit rear armor.
Krak grenades don't care about the AR12, because they hit rear armor.
Krak grenades don't care about cover saves or holofields--they bypass both.
Krak grenades don't care about disordered charge, so you might as well charge everything.
Krak grenades hit on 3s, damage 50% of the time, and don't care about Eldar WS or initiative.
What's the problem?
A bike army especially should be able to quickly close with a 9-gravtank army. That's a huge footprint, and he's got no wraithknights to protect his tanks from assault.
You interdict where he wants to run away to with your own models, herd him up against the table edge or corner, and boom. You don't need powerfists or anything fancy--just lots of bodies to soak up hits and block off sections of the board to limit his maneuver options. Your existing army should be able to do it. Especially if you have Khan (you said WS, right?) and can get a jump on your interdiction moves with the scout movement.
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This message was edited 1 time. Last update was at 2013/11/06 18:44:45
"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) 2013/11/06 18:48:05
Subject: Marines answer to wave serpent spam?
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Unrelenting Rubric Terminator of Tzeentch
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McNinja wrote: Orock wrote:I play white scars mostly when I play marines, and although no army has a good answer to everything, I don't even see a mediocre solution to serpent spam. And Im not talking 3, more like 6 with 3 fire prism spam. I tried a game with a guy where I fielded 2 stalkers, he simply shot them up first. Is my best option to spam as many bikes as I can, and run powerfists on my seargents? Grav guns can immobilize them, but even with 2 in a squad your not guaranteed a 6. Would 2 squads of grav centurions be my best bet? was gonna go with land raider and a squad inside, then I realized for the cost of the land raider, I could just get another squad. Its a shame we don't get autocannons, could use devastators to help thin em down. And I only have one stormtalon, maybe that's the answer to them, dunno never ran more than one before.
Legion of the Damned with Melta. The Melta ignores cover. Grav cannons can do the trick, Keep in mind that the new SM tanks, the hunter and stalker can both shoot at skimmers with BS4 and both are good against the new Eldar tanks (except the Fire Prism, which can kill the heck out of tanks).
I don't find LotD to be at all convincing when addressing Wave Serpents. You're talking an expensive squad with 3 melta shots at best (melta, combi-,multi-melta) that has a mediocre chance of killing even one Wave Serpent and will get blown off the table with ease in your opponents turn. If its shields are up, all 3 have to hit and glance or pen to down it, and this is highly unlikely. I haven't found grav weaponry to be very reliable either. Even when using the rules from a hard RAW approach (no cover for vehicles, the second immobilized result strips two hull points) it is difficult to do enough damage. That being said, even the first immoblized result severely hinders the serpent, as mobility is one of its greatest assets and the shiled is limited to a 45 degree firing arc. Still, it is really frustrating when you put 9 grav shots into a serpent, 7 connect, and no 6's show for the damage result.
As has been said, assault is going to be the most reliable mode of killing serpents, and you don't even need the powerfist really. The krak grenades from the grunts and maybe a meltabomb on the sarge should do the trick.
I run Scars bikes with an allied Space Wolf detachment. GHs in drop pods w/ flamers, a 6 man unit of WG with combi-melta in a pod and a Rune Priest on a bike. GHs are still really solid troops and provide decent assault threat and crowd control, the WG drop in and nuke a serpent (granted this is similar the LotD, but with 6 melta they do it much more reliably and can drop in turn 1) and the Rune Priest is the best nerf in the game for psychic shenanigans.
Also unless your running tanks, I'd just ignore the Fire Prisms entirely. They haven't really hurt my bikes in the games i've played, while in one game all it took was a single Wave Serpent to wipe a unit of bikes (the damn thing only had one hull point left too  )
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"Backfield? I have no backfield." |
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![[Post New]](/s/i/i.gif) 2013/11/06 18:54:00
Subject: Re:Marines answer to wave serpent spam?
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Shas'o Commanding the Hunter Kadre
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Wave serpents don't get their shields on rear armor, so drop pods, dropping dreads and such are a good way to deal with them.
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![[Post New]](/s/i/i.gif) 2013/11/06 18:56:38
Subject: Marines answer to wave serpent spam?
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Locked in the Tower of Amareo
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Flavius Infernus wrote:Another Eldar player shaking my head at this whole thread. I only lose wave serpents to marines from the one thing that Marines already have, the perfect tool for killing wave serpents, and they get it for free: krak grenades.
Krak grenades don't care about the serpent shield because they hit rear armor.
Krak grenades don't care about the AR12, because they hit rear armor.
Krak grenades don't care about cover saves or holofields--they bypass both.
Krak grenades don't care about disordered charge, so you might as well charge everything.
Krak grenades hit on 3s, damage 50% of the time, and don't care about Eldar WS or initiative.
What's the problem?
A bike army especially should be able to quickly close with a 9-gravtank army. That's a huge footprint, and he's got no wraithknights to protect his tanks from assault.
You interdict where he wants to run away to with your own models, herd him up against the table edge or corner, and boom. You don't need powerfists or anything fancy--just lots of bodies to soak up hits and block off sections of the board to limit his maneuver options. Your existing army should be able to do it. Especially if you have Khan (you said WS, right?) and can get a jump on your interdiction moves with the scout movement.
The problem is the krak grenades all dying before they can assault. I suspect that White Scars with Khan is the best SM can do to mitigate this. I haven't seen it work particularly well, but most of the best players in my area are still rolling with Tau/Eldar, so there's the self fulfilling prophecy thing at work.
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![[Post New]](/s/i/i.gif) 2013/11/06 19:01:28
Subject: Marines answer to wave serpent spam?
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Dakka Veteran
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Grav spam, krak spam, Bike spam, Bike spam + Grav spam seems to work very well (needing just 2 6's to wreck it).
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"I LIEK CHOCOLATE MILK" - Batman
"It exist because it needs to. Because its not the tank the imperium deserve but the one it needs right now . So it wont complain because it can take it. Because they're not our normal tank. It is a silent guardian, a watchful protector . A leman russ!" - Ilove40k
3k
2k
/ 1k
1k |
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![[Post New]](/s/i/i.gif) 2013/11/06 19:07:05
Subject: Marines answer to wave serpent spam?
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Lieutenant Colonel
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i have recently played a lot of serpent spam,
I most were killed by jump GK's with krak grenades, one or two by jump DK's or coteaz w daemon hammer.
they usually are using their sheild as agun, so keep in mind they cant also use it as a sheild, and normal shooting takes em down fine for me with my guard. I do have 12 lascannons in my IG list though, so YMMV
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![[Post New]](/s/i/i.gif) 2013/11/06 19:18:23
Subject: Marines answer to wave serpent spam?
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Fireknife Shas'el
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Again, LotD. Ignores cover. All ranged shots.
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![[Post New]](/s/i/i.gif) 2013/11/06 19:25:58
Subject: Marines answer to wave serpent spam?
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Locked in the Tower of Amareo
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Another concern I have is how do these Eldar solutions play against other lists? Often, a number one list is a list that other lists can't plan for without losing to three other popular lists.
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![[Post New]](/s/i/i.gif) 2013/11/06 19:31:10
Subject: Re:Marines answer to wave serpent spam?
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Devestating Grey Knight Dreadknight
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wuestenfux wrote: augustus5 wrote:How about 3 or 4 land raiders? Wave serpents can fire their scatter lasers at you all day and it won't scratch your av14.
Well, my Eldar list usually contains 2 units of 5 Fire Warriors mounted in Serpents. Others use Wraithguard or Wraithknights. Moreover, Landraiders can be ignored to a certain point. Wave serpents can also be ignored when you're snug inside a land raider. And those fire dragons need to get out to shoot my land raiders, which means they die after blowing up one LR. The other squad dies after blowing up the second LR. The dire avengers/guardians need to get out to claim an objective just like my tactical marines/terminators. But my tacs and termies are a lot more solid and will win those confrontations when they happen in turns 5-6. Automatically Appended Next Post: Poly Ranger wrote: augustus5 wrote:How about 3 or 4 land raiders? Wave serpents can fire their scatter lasers at you all day and it won't scratch your av14. He also mentioned 3 fire prisms. 3 st 9 lances WILL scratch your av14! Serps are the most under costed unit in the game! Although they evaporate in assault as cover saves and shields don't count and you are hitting av10. On paper the issue is that they are impossible to assault: they have a 24" move (if going flat out) and 60" range (on the shields if not going flat out). If you charge headlong towards them, and all they have is serps, by the time you are near them, they can just boost to the other side of the board and get another 2 turns shooting at you! And keep doing that all day. Obviously this isnt normally the case as objectives and the rest of the eldar army composition prevents them doing this. But it does highlight how stupidly broken they are! Wasn't aware that the prism cannons were lances. Is that new with the 6th edition codex? That certainly changes my ideas. I guess the fire prisms would be the main target of the land raiders for the first two turns. Makes it a much more uphill battle. The only reason that wave serpent spam is so scary to people right now is because most armies have abandoned the mech approach to army building. Any mechanized army with armor 12 or better really puts a damper on all that s6 shooting.
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This message was edited 2 times. Last update was at 2013/11/06 19:38:10
DQ:70+S++G+M-B+I+Pw40k93+ID++A+/eWD156R++T(T)DM++
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![[Post New]](/s/i/i.gif) 2013/11/06 19:37:47
Subject: Re:Marines answer to wave serpent spam?
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Sinewy Scourge
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augustus5 wrote: wuestenfux wrote: augustus5 wrote:How about 3 or 4 land raiders? Wave serpents can fire their scatter lasers at you all day and it won't scratch your av14.
Well, my Eldar list usually contains 2 units of 5 Fire Warriors mounted in Serpents. Others use Wraithguard or Wraithknights. Moreover, Landraiders can be ignored to a certain point.
Wave serpents can also be ignored when you're snug inside a land raider. And those fire dragons need to get out to shoot my land raiders, which means they die after blowing up one LR. The other squad dies after blowing up the second LR. The dire avengers/guardians need to get out to claim an objective just like my tactical marines/terminators. But my tacs and termies are a lot more solid and will win those confrontations when they happen in turns 5-6.
Automatically Appended Next Post:
Poly Ranger wrote: augustus5 wrote:How about 3 or 4 land raiders? Wave serpents can fire their scatter lasers at you all day and it won't scratch your av14.
He also mentioned 3 fire prisms. 3 st 9 lances WILL scratch your av14!
Serps are the most under costed unit in the game! Although they evaporate in assault as cover saves and shields don't count and you are hitting av10. On paper the issue is that they are impossible to assault: they have a 24" move (if going flat out) and 60" range (on the shields if not going flat out). If you charge headlong towards them, and all they have is serps, by the time you are near them, they can just boost to the other side of the board and get another 2 turns shooting at you! And keep doing that all day. Obviously this isnt normally the case as objectives and the rest of the eldar army composition prevents them doing this. But it does highlight how stupidly broken they are!
Wasn't aware that the prism cannons were lances. Is that new with the 6th edition codex? That certainly changes my ideas.
Yeah but how many points are fire dragons compared to your LR?
I don't think you win in a trade off no matter what.
Everything you love inside of the LR is also dead so that's like 500-700 points vs 200 points of Firedragons maybe?
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40K:
5000+ points W/D/L: 10/0/6
4000+ points W/D/L: 7/0/4
1500+ points W/D/L: 16/1/4
Fantasy
4000+ points W/D/L: 1/1/2
2500+ points W/D/L: 0/0/3
Legends 2013 Doubles Tournament Champion |
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![[Post New]](/s/i/i.gif) 2013/11/06 19:59:56
Subject: Marines answer to wave serpent spam?
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Longtime Dakkanaut
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Just against serpent spam, with Iron Hands tactics:
Chapter master with bike, AA, Shield eternal, TH, auspex
goes with
5 bikes with 2 grav and combi grav
Chapter master with bike, AA, Storm Shield, TH, auspex
goes with
5 bikes with 2 grav and combi grav
2x
5 scouts with land speeder storm w/ assault cannon
-> outflank and tool up however you want
3x
Storm talon with skyhammer missiles
3x
Tri- LC predator
Should be fun at least
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![[Post New]](/s/i/i.gif) 2013/11/06 23:42:18
Subject: Re:Marines answer to wave serpent spam?
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Prophetic Blood Angel Librarian
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augustus5 wrote: wuestenfux wrote: augustus5 wrote:How about 3 or 4 land raiders? Wave serpents can fire their scatter lasers at you all day and it won't scratch your av14.
Well, my Eldar list usually contains 2 units of 5 Fire Warriors mounted in Serpents. Others use Wraithguard or Wraithknights. Moreover, Landraiders can be ignored to a certain point.
Wave serpents can also be ignored when you're snug inside a land raider. And those fire dragons need to get out to shoot my land raiders, which means they die after blowing up one LR. The other squad dies after blowing up the second LR. The dire avengers/guardians need to get out to claim an objective just like my tactical marines/terminators. But my tacs and termies are a lot more solid and will win those confrontations when they happen in turns 5-6.
Automatically Appended Next Post:
Poly Ranger wrote: augustus5 wrote:How about 3 or 4 land raiders? Wave serpents can fire their scatter lasers at you all day and it won't scratch your av14.
He also mentioned 3 fire prisms. 3 st 9 lances WILL scratch your av14!
Serps are the most under costed unit in the game! Although they evaporate in assault as cover saves and shields don't count and you are hitting av10. On paper the issue is that they are impossible to assault: they have a 24" move (if going flat out) and 60" range (on the shields if not going flat out). If you charge headlong towards them, and all they have is serps, by the time you are near them, they can just boost to the other side of the board and get another 2 turns shooting at you! And keep doing that all day. Obviously this isnt normally the case as objectives and the rest of the eldar army composition prevents them doing this. But it does highlight how stupidly broken they are!
Wasn't aware that the prism cannons were lances. Is that new with the 6th edition codex? That certainly changes my ideas. I guess the fire prisms would be the main target of the land raiders for the first two turns. Makes it a much more uphill battle.
The only reason that wave serpent spam is so scary to people right now is because most armies have abandoned the mech approach to army building. Any mechanized army with armor 12 or better really puts a damper on all that s6 shooting.
I don't own the eldar dex but that is how my mate runs prisms. I always just went along with it. I can see why they would be though, otherwise they are just a glorified lascannon. And serps rule against av12. 4 of them will hit with 16 st7 and 12 st 6 shots on average. Thats ~ 2.5 pens and 4.5 glances (cover only allowed on 2 of those glances). Against av13 its ~2 to 3hps of damage. That's a huge amount of damage for a dedicated transport whos weapons are supposed to be anti infantry. To top it off they have the manouverability to easily get side shots which will often be against av11 (7 pens and 5 glances off 4 serps).
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![[Post New]](/s/i/i.gif) 2013/11/07 01:14:56
Subject: Re:Marines answer to wave serpent spam?
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Fresh-Faced New User
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This is my first ever post in a forum, of any kind really, so please dont be too hard on me...
I ve been expirementing with a list at 2000pts with ultras and allies with lots of LotD (4x10 man units) with Tiggy to make sure they come in consistently.
The thought is that even though the amount of fire they have to face is great having a 3++ save on everything would make destroying 40 marines
nearly impossible. They dont even have to carry any special weapons just a mm to mitigate the high cost.
Their main role is to d/s t2, kill soft targets that have high rate of fire, withstand the counterfire, and then move to multi assault the Prisms.
Sure they come at over half the cost of my army but i mainly use scouts as troops and little else more (maybe 2 stalkers for AA) so it balances out.
The only thing that makes it difficult is the speed of the prisms, that can outmaneuvre the snp marines. I try to solve this by carefull infiltration of the scouts
and deepstriking. Two games so far have gone ok with this list, but it sure needs some more tunning.
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![[Post New]](/s/i/i.gif) 2013/11/07 02:59:27
Subject: Re:Marines answer to wave serpent spam?
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Executing Exarch
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Belly wrote:I play eldar, and regularly take a serpent heavy list to tournaments. Against white scars, I have struggled. It's pretty common knowledge that serpents go down pretty quick in cc. Your bikes have scout, fast movement, s5 hammer of wrath, and krak grenades. There's your answer.
Storm talons rant that scary to me, but the bikers are.
This is the correct answer and is part of why a khan led white scars list is a scary list indeed. Just remember that you get 5 bikers and 2 grav guns for 135 pts vs. 135 pts for the common SL/Holofield Serpent. If you are smart and take boys before toys you will have better than even odds to win. This ignores the fact that if you charge forward with the bikes the serpents have to fire shields. This leaves them open to being hit with penetrating hits. So if you take say a LotD MM/melta/combi-melta or stormraven with MM/ LC then you can probably explode the vehicle. I would not bother to shoot at the serpent unless there is nothing better to shoot or you are about to assault. Keep in mind that trying for long assaults against vehicles is a good idea as vehicles cannot overwatch and the serpent has no fire points. You may also want to think about a tanking artificer armour chapter master as he can negate huge amounts of firepower that would otherwise kill bikers.
Don't take unneccessary upgrades in a biker list. The bikers and grav guns are the meat of the army things like powerfists are usually more harm than help.
Ailideon wrote:LotD. They hose wave serpants in my opionion. I give them MM, meltagun, and combi-melta. They deepstrike in, they can reroll there deepstrike scatter so the odds are you are going to be within the 6 in +d6 pen result. They ignore cover saves. Now they still might have their serpant shield, they might not. I play eldar myself, very rarely do I ever really still have the shield up after first turn. Most of the time I am shooting wtih it. You can also attempt to DS behind the wave serpant. This way you ignore the shield all together. I usually run 2 units of LotD. They havn't failed me yet. They are even good against seer-star units.
I totally agree. Having a reliable ignore cover melta for a beta strike makes serpents either die or not shoot their shield...this in a SM bike army means dead serpent turn 2 shooting or dead serpent turn 2 assault.
Flavius Infernus wrote:Another Eldar player shaking my head at this whole thread. I only lose wave serpents to marines from the one thing that Marines already have, the perfect tool for killing wave serpents, and they get it for free: krak grenades.
Krak grenades don't care about the serpent shield because they hit rear armor.
Krak grenades don't care about the AR12, because they hit rear armor.
Krak grenades don't care about cover saves or holofields--they bypass both.
Krak grenades don't care about disordered charge, so you might as well charge everything.
Krak grenades hit on 3s, damage 50% of the time, and don't care about Eldar WS or initiative.
What's the problem?
A bike army especially should be able to quickly close with a 9-gravtank army. That's a huge footprint, and he's got no wraithknights to protect his tanks from assault.
You interdict where he wants to run away to with your own models, herd him up against the table edge or corner, and boom. You don't need powerfists or anything fancy--just lots of bodies to soak up hits and block off sections of the board to limit his maneuver options. Your existing army should be able to do it. Especially if you have Khan (you said WS, right?) and can get a jump on your interdiction moves with the scout movement.
Flavius Infernus I quoted you because I agree and this sums up most of what you need to know for this discussion. BTW serpent shields don't work in CC anyways so rear armour has nothing to do with a krak grenade ignoring it.
BakAG wrote:This is my first ever post in a forum, of any kind really, so please dont be too hard on me...
I ve been expirementing with a list at 2000pts with ultras and allies with lots of LotD (4x10 man units) with Tiggy to make sure they come in consistently.
The thought is that even though the amount of fire they have to face is great having a 3++ save on everything would make destroying 40 marines
nearly impossible. They dont even have to carry any special weapons just a mm to mitigate the high cost.
Their main role is to d/s t2, kill soft targets that have high rate of fire, withstand the counterfire, and then move to multi assault the Prisms.
Sure they come at over half the cost of my army but i mainly use scouts as troops and little else more (maybe 2 stalkers for AA) so it balances out.
The only thing that makes it difficult is the speed of the prisms, that can outmaneuvre the snp marines. I try to solve this by carefull infiltration of the scouts
and deepstriking. Two games so far have gone ok with this list, but it sure needs some more tunning.
I actually like the concept of that list. You should really think of getting some meltagun+ MM in those squads so you can just kill the prism the turn they come in. Then the mobility of the prism means nothing as it is dead.
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![[Post New]](/s/i/i.gif) 2013/11/07 03:04:07
Subject: Marines answer to wave serpent spam?
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Khorne Chosen Marine Riding a Juggernaut
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Response from anyone who has the play to Eldar spam Wave serpent?
break his freakin nose, his arms and legs, and make sure he never is capable of having offsprings...
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This message was edited 1 time. Last update was at 2013/11/07 03:04:26
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![[Post New]](/s/i/i.gif) 2013/11/07 03:05:31
Subject: Marines answer to wave serpent spam?
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Powerful Phoenix Lord
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Slayer le boucher wrote:Response from anyone who has the play to Eldar spam Wave serpent?
break his freakin nose, his arms and legs, and make sure he never is capable of having offsprings...
I would love to see the police write-up
Perp claimed victim had it coming and should not have fielded more than 1 Wave Serpent...
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Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia |
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![[Post New]](/s/i/i.gif) 2013/11/07 03:11:36
Subject: Re:Marines answer to wave serpent spam?
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War Walker Pilot with Withering Fire
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BakAG wrote:This is my first ever post in a forum, of any kind really, so please dont be too hard on me...
I ve been expirementing with a list at 2000pts with ultras and allies with lots of LotD (4x10 man units) with Tiggy to make sure they come in consistently.
The thought is that even though the amount of fire they have to face is great having a 3++ save on everything would make destroying 40 marines
nearly impossible. They dont even have to carry any special weapons just a mm to mitigate the high cost.
Their main role is to d/s t2, kill soft targets that have high rate of fire, withstand the counterfire, and then move to multi assault the Prisms.
Sure they come at over half the cost of my army but i mainly use scouts as troops and little else more (maybe 2 stalkers for AA) so it balances out.
The only thing that makes it difficult is the speed of the prisms, that can outmaneuvre the snp marines. I try to solve this by carefull infiltration of the scouts
and deepstriking. Two games so far have gone ok with this list, but it sure needs some more tunning.
It's a good idea, but clever tactics by a Mech Eldar played will completely mitigate the idea.
Serpents/Eldar Mech can flatout 18'. That means a 30' movement, with a 3+ jink in your turn. Drop-pods and Deep strikers don't mean too much when I can put that kind of distance between some footsloggers and my tanks.
The other problem with LotD is that Serpents kitted out with Scatter lasers, Shuricannon kill marines very fast. And they don't bypass armour to do it. So that precious 3++ that your paid for is completely going to waste. If you were going to Deepstrike in then assault, you may aswel play a drop-pod force. It's much cheaper for scoring bodies, you can potentially assault turn 2, and if you have first turn, the tanks won't have their jink.
But I stand by it, bikers are the best Marine counter to Eldar mech. Grav guns work well, and krak grenades even better. And the squishy guys inside can do next to nothing against a T5 biker in assault. AND, bikers get a 5+(or 4+) jink against any Ap2-3 weapons that Eldar have.
And as a small additional benefit, the bike base size means that the prism large blast hits far fewer models.
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8,000 pts and counting
1,000 points, now painting. |
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