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Eldar vs Raven Guard - which fits best my approach?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Which will suck less and be more Guerilla?
Craftworld Eldar
SM Raven Guard

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Made in pl
Xenohunter Acolyte with Alacrity





As in the pool question - I want to make "stealthy", "guerilla" themed, moderately-mobile army either from Craftworld Eldar, or Space Marines of Raven Guard (on SM Codex, RG Chapter Tactics). Normally I'd go with RG for sure as I adore their fluff, but I don't know if my army vision makes sense even in little competetive gameplay (as some people I know from my hobby centre are a bit WAAC).

In RG's I want to go with army approach like this (beggining, around 850 pts) :

Kayvaan Shrike
185 pts
Tactical Squad (Melta, Cmelta)
90 pts
Tactical Squad (Melta, Cmelta)
90 pts
Vanguard Squad (JPs, 2 x SS, Fist, PW) (to go with Shrike)
170 pts
Assault Squad (2 x Flamer, PW)
110 pts
Assault Squad (2 x Flamer, PW)
110 pts
Thunderfire Cannon
100 pts

855 pts

As you can see - direct approach, some mobility, chance on DS'ing, CC paced rather than pure shooty. Later upgrades to the army - Stormraven, BIKES, Biker HQ, Drop Pods for Tacticals, one or two units of Sternguards. Does it make sense to you ?



As opposing, second option for me is Craftworld Eldar army :

Farseer (Spear, Runes of Warding, Mantle) (just for sitting in cover and casting Guide on dem Walkers)
155 pts
Dire Avengers ( Exarch, TL Catapult ) + Ded. Wave Serpent (Scatter Laser, Shuriken Cannon, Vectored Engines, Holo Field)
80 pts + 160 pts
Dire Avengers ( Exarch, TL Catapult ) + Ded. Wave Serpent (Scatter Laser, Shuriken Cannon, Vectored Engines, Holo Field)
80 pts + 160 pts
3 War Walkers (all got Scatter Lasers)
210 pts

845 pts

I'd expand this one with Autarch and bikers, perhaps a squad or two of Wraithguards, Wraithknight, perhaps even something cheap like Guardians.



So, which one, in your opinion, fits better my preffered guerilla approach/fluff/power ratio? I am not that into having ultimate brick of cheese of an army, but I do not feel amused by losing all the time as well. Maybe RGs seem more plausible (and cheaper!) to me, but if my approach would end up in unplayable, 100% fluffy bunny crap of an army, then I'd preffer to pass for sure and have something very little less appealing, but at least proving chance in competetive gameplay.

This message was edited 2 times. Last update was at 2015/01/24 01:39:58


 
   
Made in us
Preacher of the Emperor




Boston, MA

RG. You can scout the Tacs up 12 in vehicles as a mobile wall and then move your jump infantry up behind. Support with talons, predators and a TFC and you'll have a decently competitive army.
   
Made in us
Gore-Soaked Lunatic Witchhunter







Of those two I'd suggest sticking with the Raven Guard; the Eldar don't play like a sneaky guerilla force, they play like a highly-mobile armoured battalion. You might have more luck trying to fit pods, Rhinos (fine with Raven Guard because of Scout, less effective with most Chapter Tactics) and/or Sternguard in before the Assault Marines/VV, Shrike's also probably too expensive for an HQ in such small games. (It's all right to play an assault element (or even an assault army) in 7e, but for a new player I wouldn't recommend sinking two thirds of your starting points into it)

Other options to consider:

Imperial Guard. Easier with FW books for Elysian stealth/sniper shenanigans but you can play a fast elite force that relies on stealth over armour very easily and if you play to the upgrade-weapon-density aspect it turns out to be a lot scarier than folks expect from Guard without lots of armour. Can be expensive (requires lots of models), doesn't work as well with just the core book.

Chaos. The essence of 'guerilla', the summoning aspect ends up letting you toss more (sometimes seriously threatening) troops out where nobody's expecting them. Cut off one head, two more replace it. Doesn't have the clean military aesthetic folks looking for this sort of force usually enjoy, unfortunately.

Dark Eldar: Playstyle wise very fast, very hard-hitting, but can't take a punch and tend to lose stand-up fights; reliant on using superior mobility and hitting the other guy where he's weak. Not high-up in the meta, steep learning curve, and pretty vehicle-oriented, but very rewarding if you know how to play them well.

(Also on the lists: you seem to have already grasped the principle of redundancy, keep it close to your heart and you will go far)

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
 
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