severedblue wrote:Rampage wrote:But neithers the rest of the codex, if you compare it to things like the Eldar fast attack slots, it is much better.
I think the weakness is that Eldar units are not "generally good" or "must take"
farseer powers (esp on a jetbike). then fire dragons are a must take in mech
Eh, but didn't you just state that Eldar units aren't must take?
I will agree that there are very few Eldar units that you need to take if you aren't building an optimum list, but for Eldar, there is really only one optimum build, and that is the Mechdar list. So if you want the optimum build, then the
DA, Fire Dragons, Wave Serpents, Falcons and the Farseer/Eldrad all become things that you will have to take.
severedblue wrote:dire avengers are the best troop choice overall (even if you just leave them as 5 men min in a transport), and they both can be put in wave serpents, expensive but fast and resiliant.
Completely agree, I actually find that leaving them as a bog-standard 5-man squad is best, as the main reason that they are there is to be scoring.
severedblue wrote:Eldar heavy support comes next... falcons and fire prisms in one or more combinations. Or maybe war walkers for massed fire.
Yeah, I like my Scatter laser walkers.
severedblue wrote:Banshees have GEQ strength and toughness, for example, so other than their weapons ignoring armour save they need guide / doom to make up for their lack of MEQ str and toughness.
Mathammer time, squad of 10 Marines are charged by a squad of 6 banshees including an Exarch with an Executioner. Banshees strike first with 3 attacks each (base + dual
CC weapons + Charge) total of 15 ignoring Exarch, marines pass War Shout test, likely 7-8 attacks hit, 2-3 wound, Exarch has 4 attacks, 2-3 hit 1-2 wounds, so about 4 wounds, 6 marines hit back, 3 hit 2 wound, 1 is saved, so 1 wound in total, banshees win combat by 3. Ok yeah, so maybe not amazing without doom, but still not bad.
severedblue wrote:If the unit was a better unit, it would be more useful in a min/max competitive list. When they revise the codex, hopefully they making languishing units, such as the FA choices, more viable.
I hope so too, seeing as I already own Shinging Spears and Swooping Hawks
severedblue wrote:Rampage wrote:
Striking Scorpions are ok for against horde armies, and are decent for things like capture and control as the fact that they can outflank with 3+ armour allows them to pummell most deckchair units, but for anything else, yeah not great.
Footdar maybe. But if you've got a mech list with the fastest / very resiliant tanks in the game, why not go flat out instead? Then you don't have to take scorpions which are only situationally good at hordes and deckchairs. If they were good against
MCs,
LRs or
MEQ assault units, maybe they'd have a better place.
Well yeah, but what if you don't want to make the optimum build, just something that's reasonably effective and fun to play, the
OP never said anything about creating the optimum build.
severedblue wrote:Rampage wrote:
if you stuck them in a Wave Serpent and then jumped them out straight into a combat they can be brutal
... the problem being
WS aren't open topped, so the banshees can't charge the turn they disembark. You have to either use a move like the
dragonfish, or use them as a counter-charge deterrent. That's the problem with playing a game of chess, where you need two moves to pin and not one move to pin, two moves to pin being too slow. Disembark and assault have to be on separate turns, so that really kills the speed that banshees are meant to be known for, on top of that requiring Doom to do real damage to
MEQ units that rely on the armour save. Plus getting caught in the open means their less-than-
MEQ armour save and T3 affords them being shredded by machine guns or pie plates. With all these disadvantages, I'd rather field 3 termagants instead at 5 points each.
I know, but if you park your Wave Serpent relatively nearby to the unit that you want to charge, and then in the next turn, jumping your banshees out before their transport moves, fleeting in case the target unit has tried to move away, and then assaulting, then it can work reasonably well. But again, this is not meant for the optimum build, because it is not a particularly reliable plan. You may well prefer to field 3 termagants, but the fact that they aren't in the Eldar codex does sort of get in the way of this plan.
severedblue wrote:Rampage wrote:
Harlequins, yeah maybe a little over-costed, but this is what happens when a codex gets older, plus you are right about needing to take a shadowseer,
It being overcosted isn't because it's an "old codex". Harlequins are just pricey in general, they cost the exact same in the brand new
DE codex
Good point, forgot about that.
severedblue wrote:Harlequins work best as an elite disruption unit- they ignore terrain and the shaowseer makes the unit irritating to shoot at. An expensive disruption unit that you are giving up a fire dragon elite slot to field.
Which is exactly the point that I made earlier about many of the good Eldar units all being stock in the elites section in the force org.
severedblue wrote:Rampage wrote:
You don't take them for their sniper rifles, and so with normal rangers, you stick an objective in cover,
85 points for a unit where you don't use the rifles? Instead you could put those 85 points into another Fire Dragon
MSU. You already understand the merits of a
DA MSU unit in a Falcon that can actually use its heavy weapon effectively in the back field, can maneuver (you only need to be next to the objective on the last turn to claim it, yeah?) and can't be munched like a deckchair by units with flamers or outflanking
CC units.
Alternatively, you could take Pathfinders, still use the rifles and still get the 2+ cover. This is probably going to sound really naive here but it's 85pts for a near guarenteed objective. Your oppenent is going to have a really hard time shifting them at range due to the 2+ cover and all of the other things that are going around causing damage that they need to deal with, and they'll struggle to get up close to them due to all of the other stuff that is going on.
You are absolutely spot on when you say that they aren't a good choice in the
DA MSU list, and I completely agree with you, but if you are not building that list and you want something fun yet reasonably effective then rangers can at least do the job.
I think that the odd thing is that we both agree on what makes a good Eldar list, all I'm trying to say is that some units can be good in a fun setting, just not an optimum one.