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![[Post New]](/s/i/i.gif) 2011/02/07 14:52:16
Subject: Eldar vs. Orks 1500 points
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Sneaky Striking Scorpion
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Need help coming up with a list against Orks. This is what the Ork guy has, will likely bring; have most available Eldar units (except for Swooping Hawks & Falcon transport) to build my army. Have 5 days to get list together, please help!
Warboss/Mek w/ Shokk Attack gun
Nobz w/ Cybork & Painboy (which he keeps hidden until last moment)
Boyz clumps (1 'Ard boyz) 2 x 30-20
2-3 Kans
Battle Wagon
3-6 Deffkoptas
Lobbas x2
Maybe 5 Lootas
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This message was edited 1 time. Last update was at 2011/02/07 14:53:09
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![[Post New]](/s/i/i.gif) 2011/02/07 15:03:52
Subject: Eldar vs. Orks 1500 points
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Mighty Brass Scorpion of Khorne
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Mech up so you can avoid him if you need to.
I'd suggest 2 units of fire dragons to clear out the Kan's/Battle Wagon and they also get around the FNP on the nobz if they start walking through you.
Double scatter lasers war walkers are amazing against hordes as long as you can avoid those loota's, Bladestormers also do this job very well.
Doom/Fortune Seer or Eldrad is basically a must have.
A Night Spinner might be handy, the monofilament wire rule really causes trouble with big units and could target the hidden nobz to slow them down.
Hope some of this helps
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![[Post New]](/s/i/i.gif) 2011/02/07 15:20:46
Subject: Re:Eldar vs. Orks 1500 points
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Longtime Dakkanaut
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Eldrad
2 Fire Prisms (w/ Holofield)
Nightspinner(w/ holofield)
Min squads of DA and Fire Dragons in Wave Serpents with EML or Scatter laser to fill out the rest of the points.
Nightspinner will make a mess of foot orks in the open.
Keep Eldrad in a serpent within 6" of both your Fire Prisms and cast guide on both each turn. You can then you the now twin linked s9 ap2 to murder FNP or heavy armor stuff and S5 Ap4 for kill foot orks in the open or area cover.
Use the EMLs or Scatter lasers to pop open the transports, matching weapon to heavy or light vehicle of course.
Use a pack of Fire Dragons as a suicide pack up the field to pop the battle wagon asap.
STAY OUT OF ASSUALT RANGE.
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![[Post New]](/s/i/i.gif) 2011/02/07 17:30:10
Subject: Re:Eldar vs. Orks 1500 points
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Steadfast Grey Hunter
Toledo, Ohio
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BlueDagger wrote:Eldrad
2 Fire Prisms (w/ Holofield)
Nightspinner(w/ holofield)
Min squads of DA and Fire Dragons in Wave Serpents with EML or Scatter laser to fill out the rest of the points.
Nightspinner will make a mess of foot orks in the open.
Keep Eldrad in a serpent within 6" of both your Fire Prisms and cast guide on both each turn. You can then you the now twin linked s9 ap2 to murder FNP or heavy armor stuff and S5 Ap4 for kill foot orks in the open or area cover.
Use the EMLs or Scatter lasers to pop open the transports, matching weapon to heavy or light vehicle of course.
Use a pack of Fire Dragons as a suicide pack up the field to pop the battle wagon asap.
STAY OUT OF ASSUALT RANGE.
I agree with the heavy choices, however I am pretty sure (no codex handy) that you can only cast guide on infantry, might want to double check.
For the troops, I would do 2 max squads of DA's for when the ton of boys get too close and scatter lasers on the transports. Then 1 or 2 (points permitting) serps with SL's of dragons.
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![[Post New]](/s/i/i.gif) 2011/02/11 01:42:45
Subject: Re:Eldar vs. Orks 1500 points
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Sneaky Striking Scorpion
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OK, game's this weekend. The Nightspinner's not in my Codex, so I couldn't figure out how to include it - nor was any weaponry for it. Is it still legal to use? My points will limit taking two of them (or 2 Prisms), so this is what I have right now:
HQ: Avatar & Eldrad (365 points)
Heavies: Wraithlords x2 w/ BL & wraithsword, flamers (280 pts); Walkers x 2 w/ SL's x2 each (120 pts)
Serpent w/ SL x2, spirit stones (135 pts)
Troops: DA's x 10 w/ exarch (2 shur cats) & Bladestorm (152 pts); SG's x 10 w/flamers, Warlock w/ Destructor (127 pts)
Elites: Scorpions x 6 w/ exarch (Biting Blade & Shadowstrike) (133 pts); 9 Harlies w/ DJ & SS w/o Kisses (202 pts) or 7 Harlies w/ DJ & SS WITH Kisses (194 pts).
I could take out the Serpent and add in another 10 SG's/Warlock squad and add in Spiritseer for the Warlocks. If I do this, would lose the SL's on the Serpent, but I'd also have a bigger tarpit to use in front of my DA's and WL's. I couldn't see how to prepare for this Ork mess and use Spiders or more Scorpions, and have been advised a few times to not use Pathfinders/Rangers against Orks. Thoughts anyone?
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![[Post New]](/s/i/i.gif) 2011/02/11 04:50:21
Subject: Eldar vs. Orks 1500 points
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Stoic Grail Knight
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There is a PDF for the night spinner, and its totally legal in GW games according to white dwarf, and its parts come as a kit with the new fire prism.
Night Spinner is far meaner to orks than a wraithlord. the spinner has longer range, s6 and causes dangerous terrain on any units it hits. If his boys are all clumped along side of a big mech- to take advantage of the kustom force field... you can fire a night spinner blast to cover all of the squads, and suddenly he'll lose 1/6 of his entire army if he tries to move... devestating. Playing with a Night Spinner or 2 will make foot orks curl up in a fetal position.
Against mech orks its not quite as good, but after you blow the transports open, the spinner will make a mess of the juciy insides.
a pair of Fire Prisms are also solid as well. 2 large s5 ap4 blasts are scary for any horde- and you still have a blast las cannon for knocking out truckks and the like.
lords are a bit trikier- they have 2 flamers which will make a mess of orks, but they are pretty easy to get dragged down with power klaws, and the flamers are very short ranged.
If at all possible I'd go for Night Spinners or Fire Prisms instead of war walkers. I think that especially against orks they'll serve you better.
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