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Made in us
Nasty Nob on a Boar





Galveston County

I am of the belief in 40k if I take one of anything, I should go ahead and take two.

So I've got two squads of war walkers and I'm trying to decide what I should do to fill the third spot.

Options:

1) Split the warwalkers into groups of two, and have 3 - thereby eliminating other choices and putting points into other areas.

2) P/U Falcon/Prism to fill the last spot - but this is only 1 tank (i have 3 other serpents in my list I could run/hide it by)

3) Field 3 weapon platforms (anyone have any luck with these?)

4) Other?




No madam, 40,000 is the year that this game is set in. Not how much it costs. Though you may have a point. - GW Fulchester
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Shadowy Grot Kommittee Memba




The Great State of New Jersey

I either take Dark Reapers or D-cannon support batteries in my heavy... my advice to you would be to either get 3 more warwalkers lol. Not that the other options are bad, just I wish I had 9 warwalkers to dick around with lol. Really, it depends on how you intend to run the warwalkers, if you're doing typical scatter laser spam, then I would say go for some anti tank (Falcon/Prism build or possibly D-cannon battery (its a mixed bag there) if you're looking only at Codex HS choices, otherwise forgeworld makes some nice units that fit well here...).

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Servoarm Flailing Magos





2 more war walkers?

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Guarding Guardian






I haven't made much use out of War Walkers, but can offer some advice on other Heavys

I ritually field a Wraithlord who most often performs well, usually with a Scatter Laser/ EML before tarpitting himself into something, usually to avoid the missiles headed his way.
I've also had some success with D-Cannon batterys, although they do suffer from BS3. Guide them with your Seer and your opponent won't know what hit them!
Fire-Prisms can be scary, but they never seem to earn their points back in my hands.
Nightspinners are excellent for holding up your opponent and continual damage. I sit mine in the back field and just lob shots onto my opponents elite assault unit to keep it in place.
Dark Reapers work quite well, but the small unit size while also competing for a HS slot hurts IMHO.

Lastly, I don't know how you feel about Forgeworld units in your group, but Warp Hunters are a thing of beauty if you can field it!
   
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Agile Revenant Titan




In the Casualty section of a Blood Bowl dugout

I think there's 2 options which would be best:

1) Split the war walkers into three units of two

With units of three, depending on your weapon options and target, you might find that it's all a bit overkill. Splitting them up would allow you to target different units (you can still target the same if need be). I'd run a unit of 2 with Scatters, a unit of 2 with Starcannons and a unit of 2 with either BL/EML or maybe scatters again. This'll allow you to target and destory a variety of units

2) Dark Reapers

Now, Dark Reapers are like marmalade. Either you hate them and think they're overpriced lumps of rubbish, or you think they're shooty-gold. I'm of the latter group, since their ability to take out MEQs like they're grots is outstanding. Of course, I play a lot of MEQs, and they're not as effective against hordes, but they're still good and the Exarch does have an EML upgrade.

There's other options, like a Wraithlord, but if you're going with a fast paced army, leave this behind. A Fire Prism is ok, but they're best taken in twos

This message was edited 1 time. Last update was at 2012/02/26 13:22:30


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Sneaky Striking Scorpion





Sweden

If you have one slot open, you should take either a Night Spinner or a D-Cannon battery. A lone Night Spinner will outperform a lone Fire Prism every time. D-Cannons are great area denial, as long as you get them out of the enemys line of sight. One Wraithlord is too slow, people will just ignore him, and when he does get into assault range, they will just shoot melta at him. Dark Reapers are overpriced and really only worth taking if you know you will be playing vs Space Marines.

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Made in us
Nasty Nob on a Boar





Galveston County

I really like the rules for the night spinner. If I had 2 slots I would consider reapers, as they are cool models and have good fire power. but I soo be working on range and the D cannons scare me with only having 24" range.

I'll try running the 3units of walkers and the spinner in the slot and see which one fits better.

This message was edited 1 time. Last update was at 2012/02/26 15:10:45


No madam, 40,000 is the year that this game is set in. Not how much it costs. Though you may have a point. - GW Fulchester
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Shas'o Commanding the Hunter Kadre





Richmond, VA

Take support weapons with D-cannons. They will save you.

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Swift Swooping Hawk




Reapers and support weapon batteries have the same problem--- they cant move enough. All too often something will deep strike or infiltrate in and eat your unit, there are a LOT of fast units in the game now. Both units are fragile and only a few wounds will usually mean they are gone.

Nightspinners are fun, but are ineffective against some armies. I like using them but they often dont perform well in practice.

One fire prism can perform fine, altho it will likely draw a LOT of fire. Dont expect it to last too long but this can give you 1-2 free safe turns for your walkers to unload. A prism will also tend to draw fire from your trasports. My prisms always die, but thats what they are there for ; )

One wraith lord could work well with your walkers, especially if you have trouble with people trying to get into cc with them. A wraithlord can give good fire support and still be ready to wade in to lock up an incomimg threat.



Or my favorite choice would be to add one more unit of walkers, but arm them differently. You didnt mention how you are arming your walkers but two units of walkers with scatter lasers work well with a third unit equipped with either eml (swarms or medium armor killers) or shuri cannons. Yes, shuri cannons make for a very cheap unit of walkers who can make good use of their scout ability. They can be very useful when flanking from reserve, and they can also be useful as a major distraction when they scout move and then keep moving along a flank.

Sliggoth




Why does my eldar army run three fire prisms? Because the rules wont let me use four in (regular 40k). 
   
Made in us
Nasty Nob on a Boar





Galveston County

Well, only being BS 3 I run with as many shots as I can - so they're SL spam. I have enough room in my list to run a few Vypers with EML around. Otherwise, fire dragons in WS do most of my tank busting.

StarCannons and BL just seem to cost too much. I wouldn't mind the SC, but I'm not sure in bigger games how much I want to be within 24" of anything.

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Wicked Warp Spider




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I take falcons and place small squads in them. People who don't like that can rip all they want, it works fine for me.

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Stoic Grail Knight






Yendor

A Falcon isn't really a bad idea. the Hull of a holofield falcon is probably the safest spot you can put your farseer. So that means your runes of warding is protected and you can happily guide either a war walker squad or your falcon which ever you need more at the moment. If you run Eldrad you can guide up to 2 units. It also keeps a troop choice well protected too, which makes it ideal for holding backfield objectives in vehicle spam armies.

Falcon also has 3 s8 shots (eml configuration) so you can use it to provide a bit more anti av12 targeting which War Walkers are going to naturally struggle against.

This message was edited 1 time. Last update was at 2012/02/27 14:52:19


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Longtime Dakkanaut





Whorelando, FL

I'd definitely consider a Wraithlord if you are running the rest of your army on foot. For 140pts. you can get a decent Brightlance platform, and a fairly decent CC unit. Try this loadout:

Dual Flamers
Wraithsword
Brightlance

This allows him some flexibility in roles...and isn't that pricey. It puts your Brightlance on a BS 4 platform (thus more likely to score more hits). The dual flamers are great for combining with Doom when horde clearance is necessary. The Wraithsword is great as it allows you to consistently put more hits to your targets (especially useful vs. moving vehicles).If you are going more mech, I'd field a Nightspinner, or Warphunter. As for support platforms...don't discount the Vibrocannons. They auto glance anything with an AV in addition to any other results they cause. I'd keep your warwalker units as 2 units of 3. Another poster said it's over kill, but in my experience with Eldar...there is no such thing as overkill. Your other units will have to cover your warwalkers weaknesses. Thus, the success of your army entirely rests on what else you are taking in the troops slots and elite slots..that will be supporting your warwalker strategy.

   
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Stubborn Dark Angels Veteran Sergeant



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Personally I usually field 6xWWs and a DAVU Falcon with Eldrad. That way you can have 48 guided str 6 shots when needed or 3 guided str 8 shots from your falcon and some fortune/doom action going on.

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Use them! Make two squadrons of three. I usually run 3 WW's with scatterlasers and 3 WW's with shuricannons. Sometimes I let them outflank. They have never disappointed me.

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Snord






I'd suggest Dark Reapers I use em and they always deliver. I also run Maugan Ra and he kinda protects em from CC...
But tempest launcher and fast shot will destroy units, especially when supported with doom


On a side note, everyone seems to be hailing holo-fields as being awesome. Am I missing something? To use em, still means you can't shoot. Or have I over looked something...

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Nasty Nob on a Boar





Galveston County

tedurur wrote:Personally I usually field 6xWWs and a DAVU Falcon with Eldrad. That way you can have 48 guided str 6 shots when needed or 3 guided str 8 shots from your falcon and some fortune/doom action going on.


I may try this as my third option. Then I could just buy the different weapon options for the platform...

No madam, 40,000 is the year that this game is set in. Not how much it costs. Though you may have a point. - GW Fulchester
The Gatling Guns have flamethrowers on them because this is 40k - DOW III
 
   
Made in se
Sneaky Striking Scorpion





Sweden

Von Chogg wrote:On a side note, everyone seems to be hailing holo-fields as being awesome. Am I missing something? To use em, still means you can't shoot. Or have I over looked something...


You seem to be mistaking Holofields for Spirit Stones. Spirit Stones reduce Stunned to Shaken, Holofields makes you roll 2D6 on the damage table and pick the lowest result. It's awesome, it makes the chance of the tank being destroyed from 1/3 to 1/9.

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Regular Dakkanaut




Merseyside, UK

Uriels_Flame wrote:1) Split the warwalkers into groups of two, and have 3 - thereby eliminating other choices and putting points into other areas.

I like this option. I don't know much a bout Eldar but play against Outflaking Warwalkers often and they do quite well with all those S6 shots and tarpitting units in close combat. Also i'm under the impression they are pretty cheap so it leaves you plenty of points to build the rest of your list

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