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Made in au
Been Around the Block




Traralgon

Got a guard player at local FLGS who has discovered the joys of castling behind an ADL with a ton forgeworld artillery (uses kreig stuff not sure what they are)
and big shooty cover ignoring guard stuff. I play eldar and can use BA or DE allies and was looking for a hard counter to shut down his big guns maybe some
BA deathstar in their back lines or such?
   
Made in gb
Moustache-twirling Princeps





Gone-to-ground in the craters of Coventry

War Walkers with Scout. Take Scatter Lasers if S6 is enough to whittle the HPs off the big guns. Either charge the deathstar if you have a ccc unit en-route, or run into cover when the job's done.

Jetbikes, with a Farseer, Autarch or Seer Council on them. CC the tanks, and ride off if you get in trouble.

The traditional Eldar solution to tanks is Fire Dragons in a Falcon. They can only target one unit at once, though.

Don't DE Wyches get haywire? Sail over there and bomb them.

6000 pts - Harlies: 1000 pts - 4000 pts - 1000 pts - 1000 pts DS:70+S+G++MB+IPw40k86/f+D++A++/cWD64R+T(T)DM+
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Made in eu
Executing Exarch






FW Warp Hunters - 36" barrage (cover taken from the centre of the template) - wounds on a 2+, glances on a 3+, Penetrates on a 5+.

BA - Outflanking Baal Predators with flamers ruin men.

Icarus Lascannon with a fd exarch with tank hunters and crack shot. 96" range, no coversaves allowed.

 Blacksails wrote:

Its because ordinance is still a word.
However, firing ordinance at someone isn't nearly as threatening as firing ordnance at someone.
Ordinance is a local law, or bill, or other form of legislation.
Ordnance is high caliber explosives.
No 'I' in ordnance.
Don't drown the enemy in legislation, drown them in explosives.
 
   
Made in us
Longtime Dakkanaut



Beaver Dam, WI

Allies... Belial with Thunderhammer
10 Deathwing w 2 heavy flamers and at least 2 Chainfists...

Drop in close to his troops... double flame the close squad and 16 stormbolters into the other squad... If he has artillery, you will probably be within the minimum range of his big guns... Now you can multi-charge the big guns 6 chainfists and 4 thunderhammer hits should make short work of his artillery park.

2000
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WIP
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Made in nl
Emboldened Warlock





Groningen

PredaKhaine wrote:
FW Warp Hunters - 36" barrage (cover taken from the centre of the template) - wounds on a 2+, glances on a 3+, Penetrates on a 5+.


Glances on a 2+
   
Made in us
Foolproof Falcon Pilot





IA1V2 including Heavy Artillery for regular guard was one of the dumbest updates FW has done in recent memory (along with giving Vultures free AV12 upgrade from AV11....). Making it T7 4W and large crew count was fine as long as it was relegated in a codex that relied on it. Now that all guard armies have it..... Stupid and OP.


Best way to get rid of them is Warp Hunters. The platforms have 4-8 crew, so you should be able to score 6 wounds on a heavy artillery with 1-2 warp hunters. All you need is one 6 to wound on the gun and the unit is useless. Warp hunter is barrage, so if you have the center over the gun you allocate from there with no cover for the gun model.


Nightwings are also fun, as the 2+ cover they get can largely negate interceptor and they rip vendettas apart (if you move them right, the nightwing can always get rear armor shots turn 2 on another flier and a non-vector dancer flier will never be able to shoot it in a 1v1 fight).

Corsair allies turns static gunlines into scrap. Deepstrike 3 units of fire dragons via a corsair prince. Heck, you could even throw in a small unit of wraithguard to try to ID one of his heavy arty. Corsair prince can also call in night fighting turn 1 or call down some pretty impressive pie plates (S9 AP2 Ord Lance 5" or S4 AP5 6+d6" Ord Barrage). Throw in a shadowfield on the Corsair prince to stop those ignore cover and the ability to take harlequins in the corsair elite slot and you can still run a harlequin deathstar with a 2+ cover but also a 2++ inv out front for those ignore cover silliness.

This message was edited 1 time. Last update was at 2013/04/12 15:49:33


"Ask not the Eldar a question, for they will give you three answers, all of which are true and terrifying to know."
-Inquisitor Czevak
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~3k DKOK 
   
Made in au
Been Around the Block




Traralgon

Thanks for the replies, warp hunters look interesting Indeed, after talking to mate today he suggested a combo of back line firepower and deep striking death bomb of doom,
the guard list's I'm facing are pretty one dimensional so hopefully with gentle application of extreme violence in the right spot will do the trick.
   
Made in us
Douglas Bader






Bring Tau allies. Riptide + two markerlight hits (ignore cover) = goodbye artillery.

 zephoid wrote:
IA1V2 including Heavy Artillery for regular guard was one of the dumbest updates FW has done in recent memory (along with giving Vultures free AV12 upgrade from AV11....). Making it T7 4W and large crew count was fine as long as it was relegated in a codex that relied on it. Now that all guard armies have it..... Stupid and OP.


Err, you realize that codex armies had access to those guns long before the 6th edition update, right? The only thing new is that 6th edition's incredibly stupid artillery rules turned a mediocre unit into an extremely powerful one.

There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
 
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