tedurur wrote:Flavius Infernus wrote:Thaylen wrote:Guitardian was talking about using the 10man harlie squad in a wave serpent and using the star engines to move 36" and charge. I thought that you could not assault out of eldar vehicles unless they didn't move. The strategy of the 900pt assault squad falls kinda flat when you have to stand it in front of the enemy for a turn before charging. And should I somehow manage to blow up an AV 12 vehicle that is less than 12" away from me (not all that hard).
If the vehicle has a
WS energy field or holofield (falcons can also move 36" and transport assault troops) and a cover save from moving fast (sometimes rerollable from fortune), they're much harder to blow up than you'd think.
Especially if there are 3 or 4 of them 1" from your lines, filled with all kinds of fleeting, terrain-ignoring assault troops and you're backed up against your own table edge with no place to run. Something is going to get assaulted the next turn.
It's not the best strategy available in 5th edition--it worked much better in editions 3.5 and 4--and not dependable enough
IMO for tournament play. But it still works a fair amount of the time in my experience.
Until they simply block the only access point of the serpent, no assaulting for you

Oy, why does everybody always say this as if I hadn't thought of it? I played this army for years, but even before I put it down on the table I knew that you gotta pivot the transports and screen your hatches with a vehicle to prevent them being blocked off. A fullsize grav tank is best, but even a vyper or two will do it. Jetbikes not so much, because they can be assaulted and if you lose then the hatches do get blocked, but will sometimes do in a pinch.
But in actual gameplay most people don't even try to block the hatches. If you pivot the transports correctly at the end of the move so that they're screening each others' hatches partly, the 1" rule makes it impossible for regular infantry to get far enough to block them, while still leaving you close enough to assault next turn.
tedurur wrote:
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btw, how many pts would that be?

It's a lot of points--really most of the army, in my case, plus some long-range fire support. Talking about 3-4 assaulting units here, mix of banshees, scorpions, harlequins, and a foot council for the 4th one depending on points because of the limit of 3 elites. Building an Eldar assault problem has issues similar to using phoenix lord--they're overpriced for what they do, so it doesn't allow enough redundancy for 5th edition. It's effective when it works, but if it fails then there's nothing to pick up the slack.