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Made in us
PanOceaniac Hacking Specialist Sergeant





Youngstown, Ohio

As the title states, I am curious how you equip your Serpents. I am torn on investing a lot of points in a transport, but I am curious if anyone adds extras to theirs.

Discuss

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Huge Hierodule





land of 10k taxes

TLSL and ShC. Duh.

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Infiltrating Oniwaban





Fayetteville

and holofields

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Speed Drybrushing






Chicago, Illinois

And MAAAAAYBE Vectored Engines, if and ONLY if they're carrying Fire Dragons (or maybe Wraithguard with D-scythes).

This message was edited 1 time. Last update was at 2013/08/10 04:29:24


Rokugnar Eldar (6500) - Wolves of Excess (2000) - Marines Diagnostica (2200)
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Made in us
Executing Exarch





McKenzie, TN

All the stuff listed here so far.
   
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Agile Revenant Titan






Austin, Texas.

Is this really a question?

Everything above, and to recap...

TL scatter lasers. (to twin link whole thing)
Shuikrn cannon (cause of scaterlasers it's twin linked.
Holo fields (to keep it alive)

Deactivating serpent sheild gives you 11-12 on average s6-7 shots, all twin linked.

Trust me, it's been tested....
That's the best way.

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Mostly Plastic Crack, but I do dabble in Cardboard Cocaine. 
   
Made in us
Judgemental Grey Knight Justicar






Scatter Laser, Shuriken Cannon, Holofields here.


 
   
Made in gb
Agile Revenant Titan





Scotland

I, of course, use the standard build of TL-Scatter Lasers, Shurikcannon and Holo-fields.

Recently, I've been using the Ghostwalk Matrix also and have been pleasantly surprised with the results. Whilst paying 10pts for the ability to ignore Dangerous Terrain tests may seem steep to some I feel they have become integral to my MechDar build.

My worst nightmare with those expensive-ass Serpents is to immobilise myself on terrain. However, many times the best way to get to an enemy unit/objective etc. is to park one's self on a piece of terrain. I find the 10pts really justifies my Serpents' ability to move anywhere on the board freely.

Iranna.

 
   
Made in us
Swift Swooping Hawk





Omaha, NE

 Iranna wrote:
I, of course, use the standard build of TL-Scatter Lasers, Shurikcannon and Holo-fields.

Recently, I've been using the Ghostwalk Matrix also and have been pleasantly surprised with the results. Whilst paying 10pts for the ability to ignore Dangerous Terrain tests may seem steep to some I feel they have become integral to my MechDar build.

My worst nightmare with those expensive-ass Serpents is to immobilise myself on terrain. However, many times the best way to get to an enemy unit/objective etc. is to park one's self on a piece of terrain. I find the 10pts really justifies my Serpents' ability to move anywhere on the board freely.

Iranna.


I agree Iranna -- the 10 pts is TOTALLY worth it!!

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Made in us
Plastictrees






Salem, MA

I recently played a 3-game local tournament without holofields, and it didn't make any difference. When wave serpents died, they died due to situations where cover saves didn't matter, such as (1) assault and (2) being shot by the other guy's cover-ignoring serpent shield shots (which is also how I killed his serpents, thus negating his holofields).

With the 60 points I saved on 4 holofields, I bought 2 shadow weavers that held an objective in a big guns mission and killed a buttload of grot gun crewmen and fire warriors who thought they were safe behind walls and hills & such.

YMMV, and I'd still put them on a serpent that I plan to run across the board to get close turn 1 (wraithguard with d-scythes, for instance). But in a relatively low point 1500 game and with 4-serpent redundancy, they don't seem to make that much difference for what they cost.

"The complete or partial destruction of the enemy must be regarded as the sole object of all engagements.... Direct annihilation of the enemy's forces must always be the dominant consideration." Karl von Clausewitz 
   
Made in ie
Devestating Grey Knight Dreadknight





Limerick

That was a very specific situation though. Just because in one situation they didn't make a difference doesn't mean they never will. And this is the same with most options in 40k; very few make a difference all the time. In all of my games with the new Eldar the Holo-Fields have mattered immensely

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Made in gb
Agile Revenant Titan





Scotland

 Godless-Mimicry wrote:
That was a very specific situation though. Just because in one situation they didn't make a difference doesn't mean they never will. And this is the same with most options in 40k; very few make a difference all the time. In all of my games with the new Eldar the Holo-Fields have mattered immensely


I find myself in this situation too.

Tau is the only army (barring MechDar) that has a large quantity of Ignores Cover weaponry. Against every other army, I'll pay 15pts to turn my 1/3 chance of negating any hit into a 1/2 chance anyday.

Iranna.

 
   
Made in us
Regular Dakkanaut





Alright, about to be the minority.
I prefer the starcannon/shuricannon combo with holofields.

I actually dont sit around using my best defensive weapon all game long. Usually my opponent has crazy one shot killing weapons and I need to reduce those to glances. I feel the defensive ability of the shield is drastically underplayed by the internets.

Negating a first turn sternguard drop-pod or a non-scattering farsight bomb is critical to demoralizing an enemy and gaining the upper-hand.

I use the offensive capabilities of the shield situationally and have always preferred the ap2 of the starcannons.

I would use the shields as weapons when: opponent has a lot of infantry in cover, and minimal long-range AT (only a few shots at 48", most at 36 or shorter) which I can outrange and therefore don't need to protect myself from.
Also late game when there are no ore reserves to pop in and surprise my flank.

Since the starcanon is the same cost as all the other weapons, It's my preferred method. I also tend to get about 1 bladestorming shuricannon shot too, moving and firing both weapons means I get to keep the shield as a defense.

-Mark

I welcome it.
-Mark 
   
Made in us
Plastictrees






Salem, MA

Agreed that the first-turn thing is key. Using the shields as shields makes it possible for mech Eldar to take a punch on the nose turn 1 going second (when your holofields aren't working, unless you have cover from terrain) and survive. Which, it seems, is really important in 6th ed.

And there's no tradeoff involved if you're going second anyway.

This message was edited 1 time. Last update was at 2013/08/12 23:42:07


"The complete or partial destruction of the enemy must be regarded as the sole object of all engagements.... Direct annihilation of the enemy's forces must always be the dominant consideration." Karl von Clausewitz 
   
Made in gb
Highlord with a Blackstone Fortress






Adrift within the vortex of my imagination.

My wave serpent, if I dust it off has TL-bright lances. That explains why it needs dusting off.

How will that fare in todays Eldar lists?

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Made in ca
Regular Dakkanaut





I run mine with holo fields and TL Scatter laser, that's it.

I dont make use of the under slung cannon because I like to move my tank 12 inches every turn, vectored engines are rarely useful, if you position yourself well you do not need them.

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Devestating Grey Knight Dreadknight





Limerick

 Orlanth wrote:
My wave serpent, if I dust it off has TL-bright lances. That explains why it needs dusting off.

How will that fare in todays Eldar lists?


In the age of very little mech, a single Bright Lance shot won't scare anybody.

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Executing Exarch





McKenzie, TN

The BL option is not that bad but it doesn't TL your other weapons. As a transport oriented WS it would not be bad.
   
Made in us
Longtime Dakkanaut





I feel like such a rabble rouser for saying that I find Holo-fields to be less optimal, but its the honest truth. Though I'll say this, the less Serpents you take, the more valuable they become. In the end, I think if you are going for pure efficiency, drop the Fields. They can just about buy you an extra Serpent, which I think is more valuable in the long run (I'm not just theory crafting, in playtesting I preferred to keep them fairly cheap and preferred the extra Shuriken weapon to the Holo).

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Made in us
Executing Exarch





The Twilight Zone

 Iranna wrote:


Recently, I've been using the Ghostwalk Matrix also and have been pleasantly surprised with the results. Whilst paying 10pts for the ability to ignore Dangerous Terrain tests may seem steep to some I feel they have become integral to my MechDar build.

My worst nightmare with those expensive-ass Serpents is to immobilise myself on terrain. I find the 10pts really justifies my Serpents' ability to move anywhere on the board freely.
Iranna.


I am a fan of the shuri/scatter/holo, but I most certainly agree with Iranna. I don't know how many f bombs I dropped since 4th immobolizing serpents on god knows what. "I can just park in this crater, whats the worst that can happen?" And just like that, I roll a 1.

For the price, the matrix is well worth it. It is by no means required, but it removes the limits of your serpent moving around in terrain. Combined with holo fields, it can give you a 3+ save behind/in ruins! It also prevents you from killing your serpent in a risky flat out move that lands you in terrain. Not saying you could not avoid such, but the matrix provides options.

Another benefit of the matrix is using cover to protect from assaults. Regardless of how you kit your serpent, we can all agree that in assault our fancy battle tanks are as good as dead. Being parked safe and sound in cover will reduce the charge distance most opponents will get against you, which can buy your serpent a turn to kite away(safely though terrain). Being immobile from terrain makes you hit instantly, and a 3+ to hit is not much, but it is better than nothing.

I usually take them on key serpents, or serpents I plan to just camp. Nothing quite like flying your serpent to the top of a ruin and parking there, performing a quantum move to keep your 3+ as you rain death across the battlefield.

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