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![[Post New]](/s/i/i.gif) 2011/01/28 17:11:54
Subject: How do I Beat Eldar with Space Wolves? New and learning
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Regular Dakkanaut
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Recently myself and a few friends have started to play 40k. I'm building a Space Wolves army, and my most frequent opponent is going to be my friend playing Eldar. So far We've played a few lower point games 500-750 and I've gotten smashed each time. A lot of it is being new to the game and still learnign the mechanics of it, but it doesn't hurt to ask for more advice and start formulating plans. We'll probably still keep playing some of these smaller point games while we're learning, but in the future the plan is to consistently play 1500 point games.
So what tactics should I be using and what units should I focus on obtaining/fielding? Both for these smaller games as well as higher point games. Thanks.
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![[Post New]](/s/i/i.gif) 2011/01/29 03:02:52
Subject: How do I Beat Eldar with Space Wolves? New and learning
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Androgynous Daemon Prince of Slaanesh
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In those small games, stay away from TWC. They'll eat up too many points. Try to throw models in razorbacks, because if they are in the open and your opponent is running Eldar Pathfinders, you've already lost-Pathfinders destroy footsloggers in an elite army like Space Wolves.
In larger games, start adding long fangs-the missile launcher abilities are great. Also, if you know you're primarily facing Eldar, if you guys are building lists to beat each other, bring flamers-elves hate these because they get no save against them. Bring lots and lots of small units in drop pods with flamers and watch the elves light up like a bunch of fairies.
I play both armies from time to time, and both are a lot of fun. My Eldar army includes 40 pathfinders as troops, and they generally eat marines.
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Reality is a nice place to visit, but I'd hate to live there.
Manchu wrote:I'm a Catholic. We eat our God.
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![[Post New]](/s/i/i.gif) 2011/01/29 03:07:50
Subject: How do I Beat Eldar with Space Wolves? New and learning
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RogueSangre
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Rune Priests are cheap, and have some of the best anti-psyker abilities in the game, which will be valuable against some of those awesome Psyker powers.
As anyone will tell you, Long Fangs with missile launchers are inexpensive, and lethal. They'll do very well against Eldar vehicles, because they can deliver tons of rolls on the damage chart, whic will help negate that thing Eldar vehicles have that makes you pick the lower of two results.
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![[Post New]](/s/i/i.gif) 2011/01/29 03:09:39
Subject: How do I Beat Eldar with Space Wolves? New and learning
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Plaguelord Titan Princeps of Nurgle
Alabama
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Commander Endova wrote: whic will help negate that thing Eldar vehicles have that makes you pick the lower of two results.
As a note here, Wave Serpents cannot have this. Only Falcons and Prisms. Maybe Vypers, but who uses those?
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WH40K
Death Guard 5100 pts.
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![[Post New]](/s/i/i.gif) 2011/01/29 03:19:39
Subject: How do I Beat Eldar with Space Wolves? New and learning
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Insect-Infested Nurgle Chaos Lord
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DO NOT use psykers against Farseer-led eldar, unless you like seeing them kill themselves...
Ditto Landraiders. They are only armour 12 vs lances, which eldar take on everything, alomg with holofields...
Vindicators are fun vs eldar, as are whirlwinds (ignore those warlock-granted coversaves)..
Close combat vs eldar is good, as long as you avoid those scorpions/banshees
split fire missile longfangs are quite effective, and have the option of going blast template vs infantry...
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The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
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![[Post New]](/s/i/i.gif) 2011/01/29 04:36:29
Subject: How do I Beat Eldar with Space Wolves? New and learning
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Regular Dakkanaut
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Their transports are very hard to kill, but their contents die when sneezed on. Eldar can throw a punch, but really can't take a punch except with a few notable exceptions, (seers, avatar, warlock councils, wraith units, and transports off the top of my head). Fortunately, these things aren't their hardest hitting units.Watch out especially for Howling Banshees who can be slaughtered by shooting them, but all pack power weapons to slice your power armor up with ease if you let them get close.
Chances are he will have a transport full of Fire Dragons too. They all carry meltaguns. They will jump out of the transport, obliterate whatever they want (even Land Raiders aren't safe, nothing is safe actually, except large squads). These should become your must kill target the moment they get off their transport. Eldar use them as a suicide kamikazi style unit to take out the biggest threat on the board, but they usually don't last long afterwards.
There is no way around the holofield other than shooting it more, but in my experience, its best to kill the killable (there's lots of other easier targets), or be content with knocking out its guns and letting it fly around uselessly. (You'll be lucky to even pull that off unless you waste an awful lot of fire on it).
Fortunately, their skimmers don't have many guns and can usually only fire 1 weapon on the move, and they cost a bundle of points.
Best advice I can give is to focus on their expensive, hard hitting, low Toughness infantry as your primary goals for things to kill. It is tempting to try and bring down a Falcon skimmer but every time I have tried I feel I wasted way too much fire better spent elsewhere (like on something I can actually kill without having to get really lucky).
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What would Yeenoghu do? |
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![[Post New]](/s/i/i.gif) 2011/01/29 04:52:59
Subject: How do I Beat Eldar with Space Wolves? New and learning
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Daemonic Dreadnought
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Ascalam wrote:DO NOT use psykers against Farseer-led eldar, unless you like seeing them kill themselves...
SW players need a rune priest for psychic defense. The Farseer's psychic powers are way too powerful to just let him cast away, and a rune priest's psychic defense makes all farseer powers unreliable. The trick is the runepriest can only survive 1 perils of the warp before the 2nd one kills him so only attempt to use one of his powers if it's absolutely necessary, and never use any psychic powers if the runepriest is down to 1 wound and runes of warding are still on the table.
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Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.
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![[Post New]](/s/i/i.gif) 2011/01/29 05:01:46
Subject: How do I Beat Eldar with Space Wolves? New and learning
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Deadly Dire Avenger
Virginia
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timetowaste85 wrote:
Also, if you know you're primarily facing Eldar, if you guys are building lists to beat each other, bring flamers-elves hate these because they get no save against them. Bring lots and lots of small units in drop pods with flamers and watch the elves light up like a bunch of fairies.
Wait a second. Aren't regular flamers str 4 ap 5? Eldars saves are primarily 4+ so this wouldn't negate their saves, but I'm not going to deny that flamers are still a good idea.
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2500pts
500pts
Approx. 4000pts of Lizardmen
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![[Post New]](/s/i/i.gif) 2011/01/29 06:03:00
Subject: How do I Beat Eldar with Space Wolves? New and learning
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Regular Dakkanaut
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Most Eldar are Guardians according to fluff who wear paper armor, but most Eldar you will see in a game are aspect warriors, who have better armor but the same lousy toughness so a well placed template will still light them up well enough. If your friend is just starting too, he might still use them, but I rarely see them much by anyone who has played for a while. The Eldar codex is old and outdated, and point-for-point Guardians are pretty lame. The flamer is also good against their ranger pathfinders who are also a Troops slot and love to camp on objectives with a modified 2+ cover save and snipe all game long if you let them. If you can deep strike a flamer against (or rush one up in a rhino) them you will get an easy kill on a really annoying unit.
Eldar are a very difficult army for a beginner to learn with because they are so easy to get killed by the slightest mistake, and their units are only really good at one thing, each one is a right tool for a very narrow specific job that it is great at. In the other corner, SW have one of the strongest, if not the strongest book to date, so you may find some easy wins until he learns the ropes. Marines and all their offshoots are very forgiving of error because they are good and durable, and they aren't as specialized they are kind of good at everything. I would place my bet on Wolves if you are both clueless and learning together.
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This message was edited 1 time. Last update was at 2011/01/29 06:15:15
What would Yeenoghu do? |
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![[Post New]](/s/i/i.gif) 2011/01/29 11:20:42
Subject: Re:How do I Beat Eldar with Space Wolves? New and learning
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Lurking Gaunt
Marmite
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The general theme of the Space Wolves book is cheap-and-nasty Troops plus flaming death in all of the other Force Org Chart slots, so if you follow that you can't really go wrong.
If you're serious about gaming I'd avoid trying to tailor your army and your tactics to deal with one specific opponent or Codex. The same thing that helps you beat Eldar might get you stomped if you end up playing against Orks.
Thunderwolf Cavalry aren't a bad idea in low points games; for 210 points you can grab 2 single-model units of TWC riders with a Powerfist and Storm Shield. These things eat anti-tank shots far better than most tanks do, they're almost impervious to lesser weapons, and they'll kill most anything you'd care to name in CC - especially things you're likely to meet in a 750pts game.
210pts for two in a 750pt army sounds like a lot, especially for two models, but when you consider a reasonably well-kitted Grey Hunters squad in a Rhino sets you back 130pts (and that TWC are really, really good) it's not a big ask.
Rune Priests are also a good idea; they provide cheap firepower and psychic defence in a single package, and they can provide both of these things in a single turn.
Long Fangs are probably the best infantry Heavy Support choices in 40K; cheap, reliable, and able to split their shots (which essentially means you get the firepower of 2 squads in one). You're going to want some of those no matter what points level you play at.
If you're looking for a list to try, have a go at this one:
Rune Priest, Living Lightning & Stormcaller
5x Grey Hunters, Meltagun, Power Weapon, Rhino
5x Grey Hunters, Meltagun, Power Weapon, Rhino
1x Thunderwolf Cavalry, Powerfist & Storm Shield
1x Thunderwolf Cavalry, Powerfist & Storm Shield
3x Long Fangs w/ Missiles Launchers, 1x Pack Leader
3x Long Fangs w/ Missiles Launchers, 1x Pack Leader
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![[Post New]](/s/i/i.gif) 2011/01/29 14:51:27
Subject: How do I Beat Eldar with Space Wolves? New and learning
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Plastictrees
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I play Eldar, and long fangs with missile launchers are the biggest threat that a SW opponent can bring to the table IMO. I always make longfangs my #1 priority target, because all that long-range str8 massed shooting is the biggest threat possible to my skimmers.
The biggest weakness of long fangs is their lack of mobility and small squad sizes, so I can stay out of range of some while shooting up others with massed firepower that will make them fail saves.
The scariest SW unit in the game for me is a unit of longfangs with max missile launchers that has been joined by a wolf guard character with terminator armor and cyclone missiles. He's expensive, but he gives the unit the ability to move & shoot, and wound allocation tricks with his 2+ save that increase their survivability.
As an Eldar player I have absolutely no problem handling thunderwolves. I just outrun them and shoot them until they die. Also anything with an assault cannon is a joke to me--assault cannons don't do very much to AR 12 skimmers, and their short range means they're lucky to even get a shot.
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"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) 2011/01/29 16:05:27
Subject: How do I Beat Eldar with Space Wolves? New and learning
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Lurking Gaunt
Marmite
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Flavius Infernus wrote:The scariest SW unit in the game for me is a unit of longfangs with max missile launchers that has been joined by a wolf guard character with terminator armor and cyclone missiles. He's expensive, but he gives the unit the ability to move & shoot, and wound allocation tricks with his 2+ save that increase their survivability.
I wouldn't advocate running them this way at all. The Cyclone and the extra Missiles give them a lot more stopping power - but they also provide a handy target for your opponent, since this unit will likely contain the majority of your army's Missile Launchers due to it's cost. He can simply focus fire it until it's gone, and bang goes your fire support.
The max-size Long Fangs squad alone will cost you 165 points. Then you must build a Wolf Guard unit of at least 5 models in order to bring along the Cyclone Launcher - which, if we assume you take Terminator Armour and the Cyclone as your only wargear, costs you 135pts plus an Elites slot. Most SW armies will contain a unit of Wolf Guard anyway, but if they don't, you've just paid 300 points for 8 Missiles per turn into two targets. Sounds impressive; it isn't really.
Chopping them down into 3 seperate units of between 2 and 4 Long Fangs plus Pack Leader per slot spreads the hurt out over three slots - which uses up all of your Heavy Support slots. That's fine, because Long Fangs are by far and away the best Heavy Support choice in the Codex. Doing this forces your opponent to deal with each Pack seperately too, and because they can split their fire between two seperate targets you don't lose an awful lot of shooting; if there are lots of little targets in the opponent's army they can put a single Missile into each one, or if there are big targets they can gang up.
As an Eldar player I have absolutely no problem handling thunderwolves. I just outrun them and shoot them until they die.
This is a good thing.
It tells you what you'll figure out youself quickly enough if you decide to start using Thunderwolf Cavalry; opponents simply cannot ignore them. They are far, far too dangerous and their reach is massive, in 40k terms. They HAVE to be accounted for; and that means they either outmaneuvered or killed.
While your opponent is using his anti-tank guns to deal with your Thunderwolf - who is base T5 and thus can only be killed outright by a S10 unsaved wound - the rest of your units are safe.
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![[Post New]](/s/i/i.gif) 2011/01/29 16:11:28
Subject: How do I Beat Eldar with Space Wolves? New and learning
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Regular Dakkanaut
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How does he give them the ability to move and shoot? The guy in terminator armor can move and fire a heavy weapon, but the rest of them? Maybe the wording is confusing if you mean the squad can move and still get a shot off from him - unless I missed something.
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What would Yeenoghu do? |
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![[Post New]](/s/i/i.gif) 2011/01/29 16:27:13
Subject: How do I Beat Eldar with Space Wolves? New and learning
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Plastictrees
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I don't know anything about building SW lists. I only know what threatens me on the table as an Eldar player. It's easy to eyeball 48" on the table and put all my grav tanks outside that range--especially if the wolf player puts his fangs in a corner, as they often do. But if the unit also has the cyclone guy, I have to be 52" away--which is tougher, and also it's hard to consistently stay that far away and still accomplish something.
Even though the unit can only move & shoot the 2 missiles, that's often enough to kill or cripple a grav tank. The static unit can't do anything beyond 48" against a mobile target like a skimmer.
I know I can pretty confidently close some skimmers into firing range of a unit of longfangs, unload on them, and pretty much cripple their ability to do anything with one volley. There might be one or two guys left, or more often they're wiped out. But if the 2+ save guy is in the unit, that's much harder to do.
But since I don't play SW, I don't have to figure out how to afford the guy. I just know from direct experience that he makes the longfang unit a lot tougher.
As for shooting thunderwolves with antitank weapons--that would be kind of dumb. The stormshields and wound allocation make it easy for them to soak an army's whole antitank capability for a couple of turns. The smart play is to doom the thunderwolves and then light them up with str6 shots (scatterlasers and shuriken cannons) from about 22" away.
But the longfangs are still a higher priority. It's relatively easy to avoid thunderwolves for a turn or two while killing the longfangs, then turn the guns on the thunderwolves.
Oh, and if you do happen to encounter an Eldar player who doesn't have a farseer, living lightning is the scariest SW psychic power to me. All those str7 shots that can hit me anywhere on the table are really deadly to my skimmers. And a rune priest bunkered inside a rhino in the backfield is extremely hard to get at.
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This message was edited 1 time. Last update was at 2011/01/29 16:29:39
"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) 2011/01/29 16:56:30
Subject: How do I Beat Eldar with Space Wolves? New and learning
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Ladies Love the Vibro-Cannon Operator
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Eldar lists are mech these days with lots of Serpents and some Fire Prisms.
As said, Long Fangs with missile launchers should take down their Serpents and silence their Prisms (with holofields).
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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) 2011/01/29 19:38:30
Subject: How do I Beat Eldar with Space Wolves? New and learning
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Lurking Gaunt
Marmite
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Flavius Infernus wrote:I don't know anything about building SW lists. I only know what threatens me on the table as an Eldar player. It's easy to eyeball 48" on the table and put all my grav tanks outside that range--especially if the wolf player puts his fangs in a corner, as they often do. But if the unit also has the cyclone guy, I have to be 52" away--which is tougher, and also it's hard to consistently stay that far away and still accomplish something.
Even though the unit can only move & shoot the 2 missiles, that's often enough to kill or cripple a grav tank. The static unit can't do anything beyond 48" against a mobile target like a skimmer.
I know I can pretty confidently close some skimmers into firing range of a unit of longfangs, unload on them, and pretty much cripple their ability to do anything with one volley. There might be one or two guys left, or more often they're wiped out. But if the 2+ save guy is in the unit, that's much harder to do.
This all rings true.
Now imagine if, instead of that Terminator with the Cyclone Launcher, he had another small unit of Long Fangs capable of covering the first. Or two, even. You might wipe out the one squad, but something else is going to get you.
So this shows us redundancy is a good thing. Expensive Terminator eggs in a basket are usually not.
As for shooting thunderwolves with antitank weapons--that would be kind of dumb. The stormshields and wound allocation make it easy for them to soak an army's whole antitank capability for a couple of turns. The smart play is to doom the thunderwolves and then light them up with str6 shots (scatterlasers and shuriken cannons) from about 22" away.
But the longfangs are still a higher priority. It's relatively easy to avoid thunderwolves for a turn or two while killing the longfangs, then turn the guns on the thunderwolves.
A single TWC model with a Storm Shield is all you really need to soak up most of any opponent's anti-tank shooting, and firing S6 at them is like firing Heavy Bolters at Marines. Which never works out too well for me.
Plus, with the massive charge range (19-24 inches) Thunderwolves have, it isn't difficult to cut up the board so that anyone trying to get at your Long Fangs can be snaffled. I use mine to block for the Fangs, keeping Deep Strikers and the like away from them.
Seriously; Thunderwolves are awesome. Long Fangs are also awesome. Unless you want to do a LoganWing army you should never leave home without them. And even if you are running Loganwing you should take some anyway.
Oh, and if you do happen to encounter an Eldar player who doesn't have a farseer, living lightning is the scariest SW psychic power to me. All those str7 shots that can hit me anywhere on the table are really deadly to my skimmers. And a rune priest bunkered inside a rhino in the backfield is extremely hard to get at.
It needs line of sight, Shaking the Rhino stops the Rune Priest being able to LL you without getting out, and once he's gotten out he and his squad tend to get shot at. A lot. Eeeeeverybody hates Living Lightning. People will Deep Strike Librarians at you to stop you from using it.
If you like the idea of Rune Priests, check this out: Clicky.
You can build the unit for less (I use a Grey Hunters pack with a Plasma Gun, a WG Terminator leader, the Priest and the Battle Leader, and don't bother with the Cyclone), but it really is the best place for a Rune Priest with Living Lightning to be. This way, he's shooting every turn and isn't relying on an easily-damaged Rhino to keep him safe.
Plus, if you run some Thunderwolves you can keep one in charge range of the squad and provide a little extra CC cover that way.
Honestly, Thunderwolves rule.
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This message was edited 1 time. Last update was at 2011/01/29 19:39:43
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![[Post New]](/s/i/i.gif) 2011/01/30 01:15:59
Subject: How do I Beat Eldar with Space Wolves? New and learning
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Deadly Dire Avenger
Weston-super-Mare, UK
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My brother plays a SW army with everything in razorbacks which really annoys my Eldar, I have no problem killing 1 or 2, but Eldar just don't have the fire power to take out all of them! This allows him to get across the table unharmed and assault me, which is what you want to be doing against Eldar. His rune priest does well too, LL makes Wave Serpents sad :(
Also, if they have Howling Banshees, run away! If they charge you, you'll be lucky to have 1 model left at the end of the turn...
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![[Post New]](/s/i/i.gif) 2011/01/30 14:30:40
Subject: How do I Beat Eldar with Space Wolves? New and learning
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Plastictrees
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I'm used to seeing two units of longfangs. Often it's possible to outrange one and shoot up the other one (a mech Eldar army can always get the first shot on a static unit unless the wolf player seizes the initiative when going second).
I haven't run into thunderwolves with my Eldar since the SW codex came out--only non-thunderwolf SW armies. Having played against thunderwolves frequently with mech marines, though, I'm not that impressed by their ability to take out vehicles in assault.
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"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) 2011/01/30 15:55:13
Subject: Re:How do I Beat Eldar with Space Wolves? New and learning
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Lurking Gaunt
Marmite
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No, their ability to take out vehicles in close combat isn't the end-all be-all, and ideally they should never be anywhere near enemy vehicles because killing infantry is what they were made to do, but five S10 swings at some rear AV10 is a credible threat.
If you move 12 inches or more the Cav model needs a 6 to hit you, but he gets 5 attacks, and if he rolls even one six that's an automatic Penetrating hit from his S10 Thunder Hammer/ Powerfist. If you Tank Shock him he has Ld8; he may fail and Fall Back 3D6 inches, or he might DoG you. With his S10 Powerfist. If you're not a Fast Skimmer his absolute minimum charge range (assuming he rolls a 1 for his Running) is between one and seven inches further than you can actually move, so he can stay with you and keep on swatting.
As far as outranging one unit of Long Fangs and shooting up the other one, that smacks of poor support on your opponent's part. It's easy enough to pick off isolated units no matter what they might be packing, especially if they're small enough.
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![[Post New]](/s/i/i.gif) 2011/01/30 18:05:18
Subject: Re:How do I Beat Eldar with Space Wolves? New and learning
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Regular Dakkanaut
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Thanks to everyone who provided information in this thread. I definitely plan on building an army that will do well against anyone. We actually have a pretty good sized group that has started, some having played in the past and fielding a variety of armies, but my friend playing Eldar is going to be my most frequent opponent due to the fact that he's one of my best friends and our schedules match up allowing plenty of opportunity to play against each other. I also know that he is much better at strategy than I am (based on past games, sports, etc) so he's going to learn faster than I will so I have my work cut out for me.
Lictor_Interdictor wrote:
If you're looking for a list to try, have a go at this one:
Rune Priest, Living Lightning & Stormcaller
5x Grey Hunters, Meltagun, Power Weapon, Rhino
5x Grey Hunters, Meltagun, Power Weapon, Rhino
1x Thunderwolf Cavalry, Powerfist & Storm Shield
1x Thunderwolf Cavalry, Powerfist & Storm Shield
3x Long Fangs w/ Missiles Launchers, 1x Pack Leader
3x Long Fangs w/ Missiles Launchers, 1x Pack Leader
I'll give it a try. Thanks.
Ascalam wrote:DO NOT use psykers against Farseer-led eldar, unless you like seeing them kill themselves...
Ditto Landraiders. They are only armour 12 vs lances, which eldar take on everything, alomg with holofields...
Vindicators are fun vs eldar, as are whirlwinds (ignore those warlock-granted coversaves)..
Close combat vs eldar is good, as long as you avoid those scorpions/banshees
split fire missile longfangs are quite effective, and have the option of going blast template vs infantry...
Good to keep in mind.
Flavius Infernus wrote:I don't know anything about building SW lists. I only know what threatens me on the table as an Eldar player. It's easy to eyeball 48" on the table and put all my grav tanks outside that range--especially if the wolf player puts his fangs in a corner, as they often do. But if the unit also has the cyclone guy, I have to be 52" away--which is tougher, and also it's hard to consistently stay that far away and still accomplish something.
Even though the unit can only move & shoot the 2 missiles, that's often enough to kill or cripple a grav tank. The static unit can't do anything beyond 48" against a mobile target like a skimmer.
I know I can pretty confidently close some skimmers into firing range of a unit of longfangs, unload on them, and pretty much cripple their ability to do anything with one volley. There might be one or two guys left, or more often they're wiped out. But if the 2+ save guy is in the unit, that's much harder to do.
But since I don't play SW, I don't have to figure out how to afford the guy. I just know from direct experience that he makes the longfang unit a lot tougher.
As for shooting thunderwolves with antitank weapons--that would be kind of dumb. The stormshields and wound allocation make it easy for them to soak an army's whole antitank capability for a couple of turns. The smart play is to doom the thunderwolves and then light them up with str6 shots (scatterlasers and shuriken cannons) from about 22" away.
But the longfangs are still a higher priority. It's relatively easy to avoid thunderwolves for a turn or two while killing the longfangs, then turn the guns on the thunderwolves.
Oh, and if you do happen to encounter an Eldar player who doesn't have a farseer, living lightning is the scariest SW psychic power to me. All those str7 shots that can hit me anywhere on the table are really deadly to my skimmers. And a rune priest bunkered inside a rhino in the backfield is extremely hard to get at.
Thank you. That's helpful.
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![[Post New]](/s/i/i.gif) 2011/02/01 02:56:22
Subject: Re:How do I Beat Eldar with Space Wolves? New and learning
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Regular Dakkanaut
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Lictor_Interdictor wrote:T
Rune Priest, Living Lightning & Stormcaller
5x Grey Hunters, Meltagun, Power Weapon, Rhino
5x Grey Hunters, Meltagun, Power Weapon, Rhino
1x Thunderwolf Cavalry, Powerfist & Storm Shield
1x Thunderwolf Cavalry, Powerfist & Storm Shield
3x Long Fangs w/ Missiles Launchers, 1x Pack Leader
3x Long Fangs w/ Missiles Launchers, 1x Pack Leader
What's the reasoning behind Stormcaller for the Rune Priest rather than Murderous Hurricane or Jaws of the Wolf World?
And here's the 750 point list I've come up with using what I have until my thunderwolves arrive:
1x Rune Priest
Living Lightning
Murderous Hurricane
Wolf Tail Talisman
4x Long Fangs
3 x Missile Launcher, 1x Pack Leader
4x Long Fangs
3 x Missile Launcher, 1x Pack Leader
5 x Grey Hunters
Flamer, Power Fist, Mark of Wulfen
Rhino
5 x Grey Hunters
Flamer, Power Fist, Mark of Wulfen
Rhino
6 x Grey Hunters
Flamer, Power Fist, Mark of Wulfen
Rhino
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![[Post New]](/s/i/i.gif) 2011/02/01 11:20:43
Subject: Re:How do I Beat Eldar with Space Wolves? New and learning
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Lurking Gaunt
Marmite
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stewy37 wrote:What's the reasoning behind Stormcaller for the Rune Priest rather than Murderous Hurricane or Jaws of the Wolf World?
Because if your Priest is in a vehicle, giving him two shooting powers makes him useless if your Rhinos want to move 12" or get Shaken/ Stunned; in those situations he can't do anything unless he gets out, and when he gets out, in my experience, he tends to draw fire. Tempest's Wrath is fine too, but it's a lot more situational than a 5+ cover save.
If you want to give him Murderous Hurricane, which is an awesome power, drop Living Lightning for it. I'm not a fan of JotWW. To armies that are I4+ it's annoying rather than nasty, although there's a lot to be said for dropping 500pts-plus of Nob Bikerz down a crevice with a 100pt model. I still think LL and MH offer you more in the way of effects, but if you really want JotWW dump Living Lightning for it.
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![[Post New]](/s/i/i.gif) 2011/02/01 15:37:27
Subject: How do I Beat Eldar with Space Wolves? New and learning
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1st Lieutenant
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Najal stormcaller is your friend...
nullifies enemy psykers on 3+, lots of inbuilt powers which can damage vehicles, and if you get off the power where skimmers have to make dangerous terrain tests your golden!
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![[Post New]](/s/i/i.gif) 2011/02/01 16:20:12
Subject: Re:How do I Beat Eldar with Space Wolves? New and learning
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Regular Dakkanaut
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Lictor_Interdictor wrote:stewy37 wrote:What's the reasoning behind Stormcaller for the Rune Priest rather than Murderous Hurricane or Jaws of the Wolf World?
Because if your Priest is in a vehicle, giving him two shooting powers makes him useless if your Rhinos want to move 12" or get Shaken/ Stunned; in those situations he can't do anything unless he gets out, and when he gets out, in my experience, he tends to draw fire. Tempest's Wrath is fine too, but it's a lot more situational than a 5+ cover save.
If you want to give him Murderous Hurricane, which is an awesome power, drop Living Lightning for it. I'm not a fan of JotWW. To armies that are I4+ it's annoying rather than nasty, although there's a lot to be said for dropping 500pts-plus of Nob Bikerz down a crevice with a 100pt model. I still think LL and MH offer you more in the way of effects, but if you really want JotWW dump Living Lightning for it.
That makes sense. Thanks.
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![[Post New]](/s/i/i.gif) 2011/02/01 19:04:33
Subject: How do I Beat Eldar with Space Wolves? New and learning
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Lurking Gaunt
Marmite
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Reaver83 wrote:Najal stormcaller is your friend...
nullifies enemy psykers on 3+, lots of inbuilt powers which can damage vehicles, and if you get off the power where skimmers have to make dangerous terrain tests your golden!
He's also 245pts in power armour. That's a lot of points, especially in a 750pt army.
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![[Post New]](/s/i/i.gif) 2011/02/01 19:09:49
Subject: How do I Beat Eldar with Space Wolves? New and learning
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Plastictrees
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And I think the FAQ says that Njal's special powers don't have any effect when the SW player goes second?
Also mostly nobody knows how to pronounce his name.
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"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) 2011/02/01 21:11:37
Subject: How do I Beat Eldar with Space Wolves? New and learning
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Lurking Gaunt
Marmite
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It's only two of the powers that don't work, although they're two of the best ones. Even if they were bad powers the simple fact he is worse than he should be when you go second means he is a bag of poo.
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![[Post New]](/s/i/i.gif) 2011/02/02 03:10:57
Subject: How do I Beat Eldar with Space Wolves? New and learning
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Regular Dakkanaut
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Njal is IMO the most broken disgusting overpoweringly good HQ in any army at any points level. He is more disgusting at higher points games because you can't just throw everything at him. In a low game, he is still hard as hell to kill because there isn't as much to throw at him, every turn he is doing something awesome with some power or other, and all you have to do is keep him alive and let the Tempest do its thing. When the wolf codex first released, people were using him to just hide away from danger and just watch the turn counter add up. Use him while you can because in the next edition, maybe the designers will have kicked their crack habit and actually make him cost the 500-ish points he is worth on the table.
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What would Yeenoghu do? |
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![[Post New]](/s/i/i.gif) 2011/02/02 11:29:41
Subject: How do I Beat Eldar with Space Wolves? New and learning
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Lurking Gaunt
Marmite
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yeenoghu wrote:Njal is IMO the most broken disgusting overpoweringly good HQ in any army at any points level. He is a two-wound Independent Character model with no invulnerable save. Unless the opponent's army is all about keeping him extraordinarily well hidden (which kinda defeats the purpose of all those proximity-based powers he gets) he is not difficult to get rid of. Even if you spend more points to give him 2+/4++ Runic Termie armour. If the army is built in this way, the likelihood is it will be a bad army. Then, of course, you've got to consider that two of his bestest powers don't even work if you're going second. Except for the psychic powers; he knows them all and can use two per turn wow! In practise this means he gets to use Stormcaller or Tempest's Wrath then make a shooting attack OR use his force weapon. If you want that you might as well spend the extra 55/40pts on two upgraded Rune Priests; then you get to use BOTH powers each turn and make TWO shooting attacks and have TWO force weapons wow! People who've never encountered Njal tend to adopt the view that he is a piece of cheese. Deal with him enough and you'll soon learn he is a piece of something; but it isn't cheese.
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This message was edited 2 times. Last update was at 2011/02/02 11:30:39
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