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Made in us
Shrieking Guardian Jetbiker





Ava, Missouri

I'm going to be frank: I think the Witch Hunter codex should have been banned for sanctioned play a long time ago. Even moreso now with the release of the GK codex. Now, I know the SoB codex is supposed to be released soon, but until then I've got to deal with a serious Witch Hunters fan who rightly fears the upcoming WH nerf.

In the meantime. I've got to try to at least not get creamed by them in every game. Neither of us is a slouch at 40K, though he probably has more games under his belt than I do. I don't know what the names of half of his units are, but here's what I usually deal with:

-All units loaded into AV 10-12 transports with storm bolters and heavy flamers.

-Two artillery vehicles that get 1D6 S8 AP1 shots every turn.

-Almost all units are packs of around 10 Sisters, one of which usually carries a Heavy Flamer, or sometimes a melta.

-Inquisitor Lord Karamazov.

-Some kind of upgraded Sister HQ squad that gives a boatload of "faith points" and some ability to give Ld10 to every squad within 12".

I generally run Wave Serpent / Fire Dragon combos, ranged Wraithlord, Avatar, Eldrad w./ Seer Council, and fill out my troops with Rangers, Guardians, and Dire Avengers. I usually get tabled in turn 5.

Any suggestions?

   
Made in us
Calculating Commissar





Sisters are an army, like GK, that are great at the 24" range. Sure, they have a longer range gun or two, but as long as you don't let the get close, your fine.
   
Made in gb
Wicked Warp Spider






Yeah, as happygrunt said, if you can take mobile units and stay out of close range (kill the exorcists ASAP) you can be fine. Reserves would help with that. Or, get the avatar fortuned and push him forward, that guy is immune to meltas and flamers and will take a lot of bolters to kill! Use him or any wraithlords against vehicles by the way, since sisters can get invulnerable save via faith.

I think your best bet is to play at range though. Take as many scatter lasers as possible, on wave serpents and/or war walkers. Stay mobile, once you blow up his rhinos he'll have a hard time catching you.

Eldar Corsairs: 4000 pts
Imperial Guard: 4000 pts

Corregidor 700 pts
Acontecimento 400 pts 
   
Made in se
Wicked Warp Spider






Ios

I can only contribute a general advice at this point: you've got a hybrid list, and those tend to get tabled as Eldar. Try to go either for infantry or mechanization.
And since you fight flamers, replace the Guardians ASAP and think hard before setting Rangers on the table since flamers tend to kill those two in particular.

I really need to stay away from the 40K forums. 
   
Made in us
Shrieking Guardian Jetbiker





Ava, Missouri

Yeah. The biggest issue I am running into is lack of models. I intend to load up on war walker squadrons when I get the chance.
   
Made in ca
Rampaging Carnifex




West Coast, Canada

I've been playing a lot against my friend's WH army (Similar to the setup you're facing but without the transports) and have been using my mobile, shooty list. I play Nids, and I've enjoyed great success with jump infantry armed with longer-ranged weapons combined with a fire magnet (Tyrant) to soak up hits while I pick his guys apart from range.

If I were playing Eldar, I'd be using scatter lasers and a couple of dark reapers with an exarch. Of course, I've never had the opportunity to play as Eldar, but at 30-36", my buddy was not shooting me back. That was 2 turns of uncontested shooting, which helped me out immensely.

The exorcist (d6 missile beast) has terrible rear armor, and if you can infiltrate/deepstrike something into its rear arc, you can probably knock it out pretty quickly.

Hope this helps! Good luck!

   
 
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