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Made in gb
Agile Revenant Titan




In the Casualty section of a Blood Bowl dugout

Goatseer wrote:
 The Shadow wrote:

Again, units of two War Walkers. I'm starting to see the benefits of of our open-topped friends, but why units of two?


In 2k points, I'll be running around 9. 4 lots of 2, 1 by its self. 2 lots of dual lances, 2 lots of scatter/star, and one double scatter.

I find 2 to be a bit more manageable. Maybe a bit more consistant. if its 3 or 1, luck can be a huge factor, so it could be overkilling/underkilling things. 2 Lets me mostly gurantee a HP gone from a vehicle, but 3 can't gurantee its dead (will check maths later on that). Sometimes 3 scatters and 3 star cannons, might be too much too finish one squad. More squads/groups helps with outflanking too, having more options, as not relying on just 1 dice have units rock up and to be able to get those side shots.

Defensively, I find it better too. 3 becomes unwieldy, hard to hide them all, no matter how you stack them. And for getting shot it works better too. Some times you don't really have control over things, such as enemy deep strikers, so its better to have the 2 units of 2. As some dedicated AT rocking up is'nt likely to care wither there are 2 or 3 Open topped armour 10 gun batteries in front of them and will quickly knock them all off.

Target saturation is a huge issue/exploit for me tacitly. I fear no elite army, as I feel I can manipulate what I'll trade off with them, but give me too many options and I might make a mistake.

 The Shadow wrote:
I have plenty of Warp Spiders already though, they're literally my favourite thing to use in wargaming. Jetbikes usually feature in my lists as well.


I can't believe how good they are, faster, hit harder and cheaper. They were already rediculously fast and shooty too. I urge all all eldar players to give them a shot. I would run 2 squads of 10, when they are 250+pts, now you can do more for less than 200.

I need to buy more jetbikes and warp spiders. Put down the wave serpents and get warp spidering people.

 The Shadow wrote:

And how do you use the Autarch? Jetbike + Mantle + Fusion Gun?


I wanted to try the mantle, but never got around to it, Its like 30pts isn't it? I use mine, fusion gun, power weapon, warp jump generator. Jumping around with warp spiders. I'm ruthless with Ic's though, they are just another unit to me, easy to suicide for a vehicle kill or to tie up something to save a unit.

Yeah, that's a good point about overkill/underkill and hiding things. I think I need to utilise Battle Focus more with the War Walkers, and have them popping from behind LOS-blocking terrain only to have them run back out of sight. I guess two is large enough to not concede First Blood too easily, and small enough not to be a huge loss if some Anti-Tank unit hits them early on.

As for Warp Spiders, I really do love the things (though I'll have to try out an Autarch with them at some point). I have a 1k list written up which is two squads of Warp Spiders with two Farseers on Jetbikes (each in a unit of Jetbikes + Warlock) running round spamming Guide on them. I need to try that at some point. It's even battle forged!

This message was edited 3 times. Last update was at 2014/06/13 07:13:56


DT:90S+++G++MB++IPwhfb06#+++D+A+++/eWD309R+T(T)DM+

9th Age Fantasy Rules

 
   
Made in us
Elite Tyranid Warrior



East TN

Warp Spiders are fricken incredible. They are possibly the most mobile unit in the game. Armed with S6 or S7 weapons that can be AP1. I usually run Vaul weapon batteries, 3 units of spiders, 3+ units of 6 bikes+warlock. It can hit so hard and then move back out of the way that most of my opponents have been unable to adapt to it.

31,600 points
38750 points before upgrades
My hobby blog http://warfrog.blogspot.com/ 
   
Made in gb
Agile Revenant Titan




In the Casualty section of a Blood Bowl dugout

Yeah, I need to invest in more Jetbikes as well. It's a shame I didn't do so before 7th hit though, before the changes to Jink...

DT:90S+++G++MB++IPwhfb06#+++D+A+++/eWD309R+T(T)DM+

9th Age Fantasy Rules

 
   
Made in us
Dakka Veteran





OP: sorry if I didn't read all the thread answers (got here too late ^^) but since you still get a cover save for being "in cover" why not just ignore the jink for fire prisms and leave them half behind a building.. you still get a holo bonus.. and they can still fire.. I personally never got fire prisms to work either.. you are going to laugh but I switched to 2 falcons (yes falcons) one with bright lance one with scatter laser.. they did MUCH better.. don't ask me why..

as an aside I think people are missing the point with jink.. I mean you should be going flat out jinking and dumping stuff or you should be half behind a building.. just my 2 pence.. all you loose in 7th is the ability to be in cover in the open.. never really used it tbh (you should use buildings to force the opponent to pick a side to approach - thereby using your far superior movement to restrict the approach as you scoot to the other side)

also not many people are talking about wraithguard.. they are VERY good AT (EDIT / this may no longer be so true: how true is this with the new 7th edition vehicle damage table- personally I think very equivalent but not played them yet in a actual real game of 7th yet so may be wrong) .. and in mathshammer land a squad of 5 is better than fire dragons right up until 6 inches away! but they can do SO much more.. (ok ok I always take a seer) they are more pricey but are a nightmare.. and they always survive (even do respectable melee) the spirit-seer can spirit mark, and usually buffs them well (with luck!) and he can melee too if needs be, plus his primaris is a 3d6 LD murderbomb..

This message was edited 3 times. Last update was at 2014/06/18 23:12:41


 
   
 
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