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![[Post New]](/s/i/i.gif) 2012/08/23 03:57:51
Subject: 40K ELDAR and DARK ELDAR thread
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Deadly Dire Avenger
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Hey guys just wanted to throw some detailed info relative to sixth edition Eldar.
A tactic i have been employing with some fantastic results has been:
Eldrad Ulthran (Best and only HQ worth taking) other than another farseer maxed out minus runes of warding.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-Eldrad is the ultimate buffing machine, and if fortuned, can make mince meat with his rerolling 3+ invul-save, of any CC units that don't Insta kill him. May take a few turns but it will do. If you fortune and guide the Dark-reapers, they will be damn survivable against any kind of fire. You can also guide the wraithlord making him viable anti-mech; however keep him near eldrad for wraithsight.
=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-
5 Dark Reapers. (4 regular reapers, 1Exarch, tempest, crack AND fast)
-Dark reapers are completely vicious. If guided, with BS-4, you need 3's rerolling, generaly 2's or 3's to wound the vanilla marine. Here are the statistics.
=-=-=-=-=--=-=--=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
4 reapers,1 exarch.(GUIDED)
Reaper Launcher: S5, AP3, Heavy (2) <===(nice)
HITS
4 reapers: 8 dice, need 3's re-rolling. (5 hits, 15%)
(6 hits, 40%)
(7 hits, 30%)
(8 hits,15%)
Each dice has a 2/3 chance of being a 3+ to hit, weapon S5 needing a 3+ to wound toughness 4. giving you roughly (3- 5) kills. Rely on Exarch.
If no cover save thats 1/3 to 1/2 a tac marine squad in one shooting phase. The exarch mops the rest. Literally. ==>
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-
1 Exarch: tempest launcher, using Fast shot or crack (GUIDED)
Hitting (2-5 units per shot) needing a 5 or less for direct hit (33% chance for direct hit on die)
direct hit using BS-5 need 5 inches or less. 25% chance to be below 5, max inches on drift being 12.
This gives you a 58% chance to hit all (2-5) units in the squad. rerolling adds exactly half of your previous probability to your new probability, giving you:
58%/ divided by 2/ = 29 %
so 58%
+ 29 %
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87% total chance to hit all (2-5) guys with your 2 or 3 blast markers.
Thats 4 minimum dead marines to a max of 15 dead marines. Thats nearly a whole squad. Generally with cover saves needing to be removed as 3+ armor is negated, I will often use crack shot to negate the 4+ or 5+ cover. which also lets you re-roll wounds, which is vicious. you need 4+ to wound, giving you a 33% chance to wound, re-rolling you have a 33% plus 17% for re-roll giving you a 50 % chance to wound. thats 5 to 9 instantly, no saves.
=-=-=-=-=-=-=-=-=-=-=-=-=--==-=--==-=-=-==-==-=-=--=-=-
DO NOT SHOOT SQUADS WITH INVUL-SAVES, SHOOT MARINES.
YOU HAVE ROUGHLY A 85% CHANCE TO WIPE OUT A TAC-MARINE SQUAD IN 1 SHOOTING PHASE.
=-=-=-=-=-=-KILLER=-=-=-=--=-==-=-=-=-=-=-=-=-=-==-=-=-
Wraithlord.(2 flamers, bright L, Missile) dont forget hammer of wrath people... S-10, I-10 strike. monstrous so no amour saves. Camp this ( CC/Anti-Mech) monster 6" from your dearest Eldrad, who should be stationed with the dark reapers. The wraithlord can haddle any body in CC and can serious flamer a squad if they get close, plus eldrad can join in when the wrathlord charges. for a mean ignore armor save rampage
I infiltrate 1 six man squad of pathfinders and deploy a full 10 man squad of dire avengers in a wave serpent
Pathfinders are best in a 4+ ruin, place them there, if possible to be used as a piss off unit
They are vulnerable in CC, but when OVERWATCHING THEY CAN REND AND PINNING CHECK AN ASSAULTING UNIT!!!
Had a match where 2 penal legions assaulted my 6 man pathfinder squad, pinned the first squad and got tied up with the second, long enough for my avengers to come to the aid in a wave serpent. They are ap1 when you roll 5 or 6 to hit, and rending when 6 to wound.
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It is the rule in war, if ten times the enemy's strength, surround them; if five times, attack them; if double, be able to divide them; if equal, engage them; if fewer, be able to evade them; if weaker, be able to avoid them. - Sun Tzu |
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![[Post New]](/s/i/i.gif) 2012/08/23 11:11:34
Subject: 40K ELDAR and DARK ELDAR thread
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Screaming Shining Spear
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You know that you can't cause pinning on over watch right?
To take out marines, this is hugely over priced as well... Much like the rest of the eldar dex.
Reapers are over priced, under effective and very vulnerable... Compared to the other heavy choices they are almost a joke
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![[Post New]](/s/i/i.gif) 2012/08/23 12:41:49
Subject: 40K ELDAR and DARK ELDAR thread
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Horrific Howling Banshee
Hemel Hempstead
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I didn't think the MC ap2 applied to hammer of wrath attacks?
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![[Post New]](/s/i/i.gif) 2012/08/23 13:05:27
Subject: Re:40K ELDAR and DARK ELDAR thread
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Fixture of Dakka
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Hammer of Wrath is always AP-.
And "minimum of 4 dead marines" with Tempest Launcher? No, there is no minimum. Also, 4 is somewhat higher than even the average.
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"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."
This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.
Freelance Ontologist
When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. |
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![[Post New]](/s/i/i.gif) 2012/08/23 22:18:18
Subject: 40K ELDAR and DARK ELDAR thread
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Stoic Grail Knight
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The problem I have with Dark Reapers, is that while they are good at what they do, they are trying to play other armies games. No matter how good Dark Reapers are, you will not be able to out shoot armies like Guard or Tau head on. And most other armies have either the ability to quickly get to their position, or simply shoot them into a bloody hole in the ground.
I suppose you could make a decent eldar gunline behind an Aegis with Rangers for Troops and some Dark Reapers, but then the Eldar codex lacks long range anti tank outside of Heavy Support.
Marines die just fine to Scatter Lasers and Shuriken Cannons, and anyway I just don't like units that can't either move really fast, deep strike, or outflank. If given the option of trying to outshoot an opponents aegis defense line gunline with Dark Reapers, or Trubo Boosting and DS Warp Spiders behind it, I'll take the second option any day.
Fast moving shooting has treated my Eldar very well in 6th.
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![[Post New]](/s/i/i.gif) 2012/08/23 22:29:22
Subject: 40K ELDAR and DARK ELDAR thread
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Deadly Dire Avenger
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You guys dont seem to see my pairing of eldrad and the reapers. Eldrad can make them reroll saves, and to hits. everyshooting phase. I play games everyweek, and in everygame i regularly wipe out a tac marine squad in 1 go. The wraithlord is a monstrous creature and uses no weapon to ignor armoursaves, the hammer of wrath ignores armor regardless. Ap- for any unit because they arent using a weapon is a base strength hit. The model type determines the AP in this case. And MASSEAN where is there a no pinning in the overwatch phase. and 4 is not in the higher range of dead space marines unless you roll like complete crap. Ive used the reapers im my last 30 matches, and he has never failed to kill less than 6.
Automatically Appended Next Post: I understand the reapers are expensive, but at 48" and S5 AP3, there are specifically designed to eliminate tac marine squads. its quite simple. ALSO, eldrad specialized in divination, if you get lucky on psychic power picks, theres a power that lets a squad ignore cover, cast this on reapers and voila, marine sauce!
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This message was edited 1 time. Last update was at 2012/08/23 22:31:50
It is the rule in war, if ten times the enemy's strength, surround them; if five times, attack them; if double, be able to divide them; if equal, engage them; if fewer, be able to evade them; if weaker, be able to avoid them. - Sun Tzu |
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![[Post New]](/s/i/i.gif) 2012/08/23 22:34:17
Subject: Re:40K ELDAR and DARK ELDAR thread
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Perfect Shot Black Templar Predator Pilot
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I have had great luck with Dark Reapers versus our Necron player. I put them with Eldard and ontop of a Bastion.
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![[Post New]](/s/i/i.gif) 2012/08/23 22:40:36
Subject: 40K ELDAR and DARK ELDAR thread
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Fixture of Dakka
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CorpseCommander wrote: the hammer of wrath ignores armor regardless. Ap- for any unit because they arent using a weapon is a base strength hit.
This is false.
Also, I'm aware what Eldrad does with Reapers, and it's good. It does not kill 10 marines a turn though: not on average, not even when lucky.
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This message was edited 1 time. Last update was at 2012/08/23 22:53:16
"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."
This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.
Freelance Ontologist
When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. |
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![[Post New]](/s/i/i.gif) 2012/08/23 22:47:43
Subject: 40K ELDAR and DARK ELDAR thread
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Frenzied Berserker Terminator
In your squads, doing the chainsword tango
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CorpseCommander wrote:You guys dont seem to see my pairing of eldrad and the reapers. Eldrad can make them reroll saves, and to hits. everyshooting phase. I play games everyweek, and in everygame i regularly wipe out a tac marine squad in 1 go. The wraithlord is a monstrous creature and uses no weapon to ignor armoursaves, the hammer of wrath ignores armor regardless. Ap- for any unit because they arent using a weapon is a base strength hit. The model type determines the AP in this case. And MASSEAN where is there a no pinning in the overwatch phase. and 4 is not in the higher range of dead space marines unless you roll like complete crap. Ive used the reapers im my last 30 matches, and he has never failed to kill less than 6.
Automatically Appended Next Post:
I understand the reapers are expensive, but at 48" and S5 AP3, there are specifically designed to eliminate tac marine squads. its quite simple. ALSO, eldrad specialized in divination, if you get lucky on psychic power picks, theres a power that lets a squad ignore cover, cast this on reapers and voila, marine sauce!
Someone is in lala land/bad at reading rules...
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![[Post New]](/s/i/i.gif) 2012/08/23 23:18:36
Subject: 40K ELDAR and DARK ELDAR thread
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Perfect Shot Black Templar Predator Pilot
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DarknessEternal wrote:CorpseCommander wrote: the hammer of wrath ignores armor regardless. Ap- for any unit because they arent using a weapon is a base strength hit.
This is false.
Also, I'm aware what Eldrad does with Reapers, and it's good. It does not kill 10 marines a turn though: not on average, not even when lucky.
I have had great success with wiping out a Tac squad with them in one go. It's not sure fire but the tempest launcher can tack on another 8-10 wounds, and with guide + his BS is fairly accurate. Shoot them Guided Tac squad and it has the possibility of doing it. Shoot them Doomed and you have an even greater chance that they will all die.
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This message was edited 1 time. Last update was at 2012/08/23 23:19:27
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![[Post New]](/s/i/i.gif) 2012/08/23 23:34:04
Subject: 40K ELDAR and DARK ELDAR thread
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Stone Bonkers Fabricator General
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CorpseCommander wrote:
Hey guys just wanted to throw some detailed info relative to sixth edition Eldar.
A tactic i have been employing with some fantastic results has been:
Eldrad Ulthran (Best and only HQ worth taking) other than another farseer maxed out minus runes of warding.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-Eldrad is the ultimate buffing machine, and if fortuned, can make mince meat with his rerolling 3+ invul-save, of any CC units that don't Insta kill him. May take a few turns but it will do. If you fortune and guide the Dark-reapers, they will be damn survivable against any kind of fire. You can also guide the wraithlord making him viable anti-mech; however keep him near eldrad for wraithsight.
=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-
5 Dark Reapers. (4 regular reapers, 1Exarch, tempest, crack AND fast)
-Dark reapers are completely vicious. If guided, with BS-4, you need 3's rerolling, generaly 2's or 3's to wound the vanilla marine. Here are the statistics.
=-=-=-=-=--=-=--=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
4 reapers,1 exarch.(GUIDED)
Reaper Launcher: S5, AP3, Heavy (2) <===(nice)
HITS
4 reapers: 8 dice, need 3's re-rolling. (5 hits, 15%)
(6 hits, 40%)
(7 hits, 30%)
(8 hits,15%)
Each dice has a 2/3 chance of being a 3+ to hit, weapon S5 needing a 3+ to wound toughness 4. giving you roughly (3- 5) kills. Rely on Exarch.
If no cover save thats 1/3 to 1/2 a tac marine squad in one shooting phase. The exarch mops the rest. Literally. ==>
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-
1 Exarch: tempest launcher, using Fast shot or crack (GUIDED)
Hitting (2-5 units per shot) needing a 5 or less for direct hit (33% chance for direct hit on die)
direct hit using BS-5 need 5 inches or less. 25% chance to be below 5, max inches on drift being 12.
This gives you a 58% chance to hit all (2-5) units in the squad. rerolling adds exactly half of your previous probability to your new probability, giving you:
58%/ divided by 2/ = 29 %
so 58%
+ 29 %
----------
87% total chance to hit all (2-5) guys with your 2 or 3 blast markers.
Thats 4 minimum dead marines to a max of 15 dead marines. Thats nearly a whole squad. Generally with cover saves needing to be removed as 3+ armor is negated, I will often use crack shot to negate the 4+ or 5+ cover. which also lets you re-roll wounds, which is vicious. you need 4+ to wound, giving you a 33% chance to wound, re-rolling you have a 33% plus 17% for re-roll giving you a 50 % chance to wound. thats 5 to 9 instantly, no saves.
=-=-=-=-=-=-=-=-=-=-=-=-=--==-=--==-=-=-==-==-=-=--=-=-
DO NOT SHOOT SQUADS WITH INVUL-SAVES, SHOOT MARINES.
YOU HAVE ROUGHLY A 85% CHANCE TO WIPE OUT A TAC-MARINE SQUAD IN 1 SHOOTING PHASE.
=-=-=-=-=-=-KILLER=-=-=-=--=-==-=-=-=-=-=-=-=-=-==-=-=-
Wraithlord.(2 flamers, bright L, Missile) dont forget hammer of wrath people... S-10, I-10 strike. monstrous so no amour saves. Camp this ( CC/Anti-Mech) monster 6" from your dearest Eldrad, who should be stationed with the dark reapers. The wraithlord can haddle any body in CC and can serious flamer a squad if they get close, plus eldrad can join in when the wrathlord charges. for a mean ignore armor save rampage
I infiltrate 1 six man squad of pathfinders and deploy a full 10 man squad of dire avengers in a wave serpent
Pathfinders are best in a 4+ ruin, place them there, if possible to be used as a piss off unit
They are vulnerable in CC, but when OVERWATCHING THEY CAN REND AND PINNING CHECK AN ASSAULTING UNIT!!!
Had a match where 2 penal legions assaulted my 6 man pathfinder squad, pinned the first squad and got tied up with the second, long enough for my avengers to come to the aid in a wave serpent. They are ap1 when you roll 5 or 6 to hit, and rending when 6 to wound.
too many points and too many problems
1-2 battle cannon are going to kill most of your DR, even if you are rerolling your cover saves. missile launchers give you the same problem. Battle cannons and missile launchers are cheap and plentiful.
The wraithlord can flamer things when out of CC but once in combat he is really easy to tarpit. If 30 orks cross the distance they can sit in combat with him all game. Eldrad charging in is not going to change that. Even against marines, those str6 hits will eventually bring him down.
Pathfinders are good, but you cannot pin an assaulting unit and even a squad of 10 is likely to only get 2 overwatch hits and then 1 will fail to wound. Also Pathfinders die far too easily to everyones new best friend, the flamer.
Eldrad is good, he is down right OP, but there are better uses of him than sitting him with DRs and waiting to assault with a wraithlord.
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Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++ |
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![[Post New]](/s/i/i.gif) 2012/08/24 02:41:14
Subject: 40K ELDAR and DARK ELDAR thread
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Changing Our Legion's Name
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Just a basic question at this point-why is the wraithlord getting hammer of wrath? Do all MC get that?
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![[Post New]](/s/i/i.gif) 2012/08/24 03:03:09
Subject: Re:40K ELDAR and DARK ELDAR thread
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Stalwart Space Marine
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yes all MCs and all bikes jump packs and jetbikes
also cavalry if im not mistaken.
I am new to eldar so I was wondering if any of you have had success with a footdar list?
or is greater mobility more powerful?
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"Wherever you tread, tread lightly. We are closer than you think and our blades are sharp" |
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![[Post New]](/s/i/i.gif) 2012/08/24 03:21:24
Subject: 40K ELDAR and DARK ELDAR thread
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Fixture of Dakka
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Are your opponents aware they don't have to move their units around on movement trays and in close-rank formation?
Seriously, 10 wounds? That requires 20 hits.
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"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."
This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.
Freelance Ontologist
When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. |
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![[Post New]](/s/i/i.gif) 2012/08/24 03:53:44
Subject: 40K ELDAR and DARK ELDAR thread
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Perfect Shot Black Templar Predator Pilot
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DarknessEternal wrote:
Are your opponents aware they don't have to move their units around on movement trays and in close-rank formation?
Seriously, 10 wounds? That requires 20 hits.
Of course they do. Where are you getting 20 hits from though? From what I can gather it goes....
5.333333333333333 Reapers Hits
1.777777777777778 Reapers Hits - Guide
3 hits - Tempest Launcher 1 Hits Avg
3 hits - Tempest Launcher 2 Hits Avg
-----------------------------------------------
4.740740740740741 Dark Reapers Wounds
4.5 wounds - Dark Reapers Exarch Wounds w/ Crack Shot
-----------------------------------------------
9.240740740740741 - Total AP3 Wounds
If we give them a standard save.....
6.160493827160494 - Total Wounds after 5+ Save
So without cover and Doom you would have a good shot at wiping 10 marines. With Cover they fair statistically a bit better overall, but if you calculate in Doom or you have any luck killing 10 Tactical Marines is not out of the question.
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![[Post New]](/s/i/i.gif) 2012/08/24 04:41:21
Subject: 40K ELDAR and DARK ELDAR thread
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Furious Fire Dragon
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Cheaper and more survivable option.....
Aegis defense line
Quad gun
Eldrad
3 war walkers with scatter lasers
Guide doom and fortune
Death for enemy, profit for self.
Walkers with a re-rollable 4+ cover. I never thought i'd say it but that is a survivable walker. Eldrad mans the gun. If you want to give eldrad a unit to be in take 10 rangers and put them behind the wall too.
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6th edition Eldar/Dark Eldar stats total- W:14 L:3 T:2
V.S. -5/1/1 -1/0/0 -0/1/0 - 0/1/0 -1/0/0 -2/0/1 4/0/0 1/0/0
PLEASE click my Dragons to feed them :-)
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![[Post New]](/s/i/i.gif) 2012/08/24 13:02:25
Subject: 40K ELDAR and DARK ELDAR thread
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Screaming Shining Spear
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Page 21 from memory, in bold type
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![[Post New]](/s/i/i.gif) 2012/08/24 13:03:22
Subject: Re:40K ELDAR and DARK ELDAR thread
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Fixture of Dakka
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Check your statement again. You said a Tempest Launcher alone was responsible for 8-10 wounds. Automatically Appended Next Post: Farseer Mael Dannan wrote: DarknessEternal wrote:
Are your opponents aware they don't have to move their units around on movement trays and in close-rank formation?
Seriously, 10 wounds? That requires 20 hits.
Of course they do. Where are you getting 20 hits from though?
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This message was edited 1 time. Last update was at 2012/08/24 13:04:04
"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."
This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.
Freelance Ontologist
When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. |
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![[Post New]](/s/i/i.gif) 2012/08/24 15:44:31
Subject: 40K ELDAR and DARK ELDAR thread
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Blood Angel Terminator with Lightning Claws
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A guided Walker Squad, and their targets having to reroll armour kills 8 marines a turn. Not a whole squad but good. Also a Walker squad with 4+ Cover can take more shooting compared to the same Dark Reaper squad.
For the person that said Flamers kill Rangers, this is true, but those flamers should not make it to them. Since every 6 is allocated by the Eldar player, the first wounds should go on the flamers, who normally can't LOS the wound.
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On Dakka he was Eldanar. In our area, he was Lee. R.I.P., Lee Guthrie. |
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![[Post New]](/s/i/i.gif) 2012/08/24 16:31:39
Subject: 40K ELDAR and DARK ELDAR thread
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Deadly Dire Avenger
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Yeah i see alot of people are sceptical about the chances of killing a whole tac marine squad. The issue here is cover, obviously, if they are in cover, only the tempest launcher is going to hurt much. BUT you REROLL WOUND TOO with crack. Other than that, all your wounds are wounding straight with no save if they advance past cover. pathfinders are good to pair with eldrad but because i depend on my reapers and wraithlord for protection, I dont pair them with pathies. footdar lists are weak in my opinion, eldar have the best psykers in the game, i always pair them with shooty units. which they have a decent number of. Also hide eldrad behind a wall, no eldar psykers need LOS to cast powers, in codex above psychic powers list.
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It is the rule in war, if ten times the enemy's strength, surround them; if five times, attack them; if double, be able to divide them; if equal, engage them; if fewer, be able to evade them; if weaker, be able to avoid them. - Sun Tzu |
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![[Post New]](/s/i/i.gif) 2012/08/24 16:41:13
Subject: 40K ELDAR and DARK ELDAR thread
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Stone Bonkers Fabricator General
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jbunny wrote:A guided Walker Squad, and their targets having to reroll armour kills 8 marines a turn. Not a whole squad but good. Also a Walker squad with 4+ Cover can take more shooting compared to the same Dark Reaper squad.
For the person that said Flamers kill Rangers, this is true, but those flamers should not make it to them. Since every 6 is allocated by the Eldar player, the first wounds should go on the flamers, who normally can't LOS the wound.
but if the flamer is in a transport, or if there are multiple flamers in the squad?
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Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++ |
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![[Post New]](/s/i/i.gif) 2012/08/24 18:19:53
Subject: Re:40K ELDAR and DARK ELDAR thread
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Hellacious Havoc
North Texas
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Humbaba wrote:yes all MCs and all bikes jump packs and jetbikes
also cavalry if im not mistaken.
I am new to eldar so I was wondering if any of you have had success with a footdar list?
or is greater mobility more powerful?
I used a footdar list in 5th a lot and got some pretty decent wins, do not run straight footdar in 6th. Just about the only way to get it to work is to have a shield for everything precious, blob upon blob of guardians with conceal, wraithgaurd, and harleis with their new and improved 4+ cover from shadowseer. Otherwise you get to watch a lot of eldar get gunned down.
Heres the thing OP, I can take two or three (no codex on hand) wraithlords with more diverse gear for the price you pay for dark reapers, and wraithlords can take more hits. I like to guide them and lay waste with starcannons or scatter lasers, but hey thats just me.
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![[Post New]](/s/i/i.gif) 2012/08/24 21:00:52
Subject: 40K ELDAR and DARK ELDAR thread
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Blood Angel Terminator with Lightning Claws
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Exergy wrote:jbunny wrote:A guided Walker Squad, and their targets having to reroll armour kills 8 marines a turn. Not a whole squad but good. Also a Walker squad with 4+ Cover can take more shooting compared to the same Dark Reaper squad.
For the person that said Flamers kill Rangers, this is true, but those flamers should not make it to them. Since every 6 is allocated by the Eldar player, the first wounds should go on the flamers, who normally can't LOS the wound.
but if the flamer is in a transport, or if there are multiple flamers in the squad?
Yes the flamer can be in a transport, and Eldar have plenty of ways of dealing with AV 10-11 Transports. Guided War Walker squad causes 6 Glances or Pens in one volley of firing which is enough to kill any transport.
Multiple Flamers? You will be shooting more than once a turn. If you set up properly, you should get at least 2 turns of firing, and the rangers will not be your only unit firing at a major threat. At least it should not be.
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On Dakka he was Eldanar. In our area, he was Lee. R.I.P., Lee Guthrie. |
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![[Post New]](/s/i/i.gif) 2012/08/24 22:52:54
Subject: 40K ELDAR and DARK ELDAR thread
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Deadly Dire Avenger
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I used to use squad of 3 warwalkers, unfortunately, in previous editions i often took half a dozen las cannons and still hung in there, no all it takes is a bunch of s5 dinky little pea shooters to glance me to death, holo-fields were nerfed. the new rules made some vehicles more survivable. but not ours. there was nothing more frustrating to any player than to shoot a vehicle with strength 8 weapons 6 times, getting 6 penetrating hits roll 2 die on the damage chart and get 1's and 2's in there, which spirit stones brings them down to 1's. now, all you need is 3- 1's. STUPID gak
ill be honest. I think you should have to get a penetrating hit in order to start dropping hull points. other wise that particular rule is a massive BS to me.
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It is the rule in war, if ten times the enemy's strength, surround them; if five times, attack them; if double, be able to divide them; if equal, engage them; if fewer, be able to evade them; if weaker, be able to avoid them. - Sun Tzu |
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![[Post New]](/s/i/i.gif) 2012/08/25 00:24:57
Subject: Re:40K ELDAR and DARK ELDAR thread
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Perfect Shot Black Templar Predator Pilot
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DarknessEternal wrote:Check your statement again. You said a Tempest Launcher alone was responsible for 8-10 wounds.
I have had it pull out that many wounds, as there have been times launching it into groups of closely packed marines and both end up getting hits with guide. That will give you a huge amount, but even WITHOUT that happening you can indeed do what we were talking about. Automatically Appended Next Post: CorpseCommander wrote:I used to use squad of 3 warwalkers, unfortunately, in previous editions i often took half a dozen las cannons and still hung in there, no all it takes is a bunch of s5 dinky little pea shooters to glance me to death, holo-fields were nerfed. the new rules made some vehicles more survivable. but not ours. there was nothing more frustrating to any player than to shoot a vehicle with strength 8 weapons 6 times, getting 6 penetrating hits roll 2 die on the damage chart and get 1's and 2's in there, which spirit stones brings them down to 1's. now, all you need is 3- 1's. STUPID gak
ill be honest. I think you should have to get a penetrating hit in order to start dropping hull points. other wise that particular rule is a massive BS to me.
Personally I think the new system is fine, but I think Holo-Field needs a massive buff to make it worth while now.
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This message was edited 1 time. Last update was at 2012/08/25 00:26:03
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![[Post New]](/s/i/i.gif) 2012/08/25 03:21:02
Subject: 40K ELDAR and DARK ELDAR thread
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Agile Revenant Titan
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Razgriz22 wrote:Cheaper and more survivable option.....
Aegis defense line
Quad gun
Eldrad
3 war walkers with scatter lasers
Guide doom and fortune
Death for enemy, profit for self.
Walkers with a re-rollable 4+ cover. I never thought i'd say it but that is a survivable walker. Eldrad mans the gun. If you want to give eldrad a unit to be in take 10 rangers and put them behind the wall too.
Is the Aegis defense line tall enough to provide 25% cover for the War Walkers? I've yet to play 6th ed yet and have been trying to figure out how it changes the way Eldar will play.
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No earth shattering, thought provoking quote. I'm just someone who was introduced to 40K in the late 80's and it's become a lifelong hobby. |
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![[Post New]](/s/i/i.gif) 2012/08/25 03:37:58
Subject: 40K ELDAR and DARK ELDAR thread
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Longtime Dakkanaut
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I can't fathom that a aegis line would be tall enough to cover 25% of a war walker when the bulk of it's mass is taller then the aegis barrier.
Unless you madea custom aegis that is larger which has it's own issues.
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![[Post New]](/s/i/i.gif) 2012/08/25 03:38:17
Subject: 40K ELDAR and DARK ELDAR thread
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Furious Fire Dragon
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Sarigar wrote: Razgriz22 wrote:Cheaper and more survivable option.....
Aegis defense line
Quad gun
Eldrad
3 war walkers with scatter lasers
Guide doom and fortune
Death for enemy, profit for self.
Walkers with a re-rollable 4+ cover. I never thought i'd say it but that is a survivable walker. Eldrad mans the gun. If you want to give eldrad a unit to be in take 10 rangers and put them behind the wall too.
Is the Aegis defense line tall enough to provide 25% cover for the War Walkers? I've yet to play 6th ed yet and have been trying to figure out how it changes the way Eldar will play.
Yes it definitely gives them a 4+ cover save. Which is GOLDEN for those bad boys. My turtle shell consists of eldrad, 10 rangers, 3 scatter walkers, and 10 guardians w/ scatter laser. Is it perfect? No. Does it survive? Yes. I have never had it fail. Its survived dreadnaught heavy flamers, drop pod sternguard with cover ignoring save bolts, and mass fire. Model positioning is key behind the line (heck I usually make it a half circle/ bubble t protect side flanks too).
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6th edition Eldar/Dark Eldar stats total- W:14 L:3 T:2
V.S. -5/1/1 -1/0/0 -0/1/0 - 0/1/0 -1/0/0 -2/0/1 4/0/0 1/0/0
PLEASE click my Dragons to feed them :-)
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![[Post New]](/s/i/i.gif) 2012/08/25 03:52:27
Subject: Re:40K ELDAR and DARK ELDAR thread
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Longtime Dakkanaut
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Being generous, the dire avenger's head top ends where the bulk of the warwalker begins.
Dire avenger and a CSM for size comparison
Marines are just barely the height of the defense line tallest portion.
Even if the legs of the walker are completely blocked, I'd still have a seriously tough time stating that is 25% of the model. Note not 25% of the height of the model, but 25% of the actual model being blocked.
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![[Post New]](/s/i/i.gif) 2012/08/25 04:09:08
Subject: 40K ELDAR and DARK ELDAR thread
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Furious Fire Dragon
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25% of the facing of the model. Infantry goes to at least the walkers knees if not more. The picture in the rulebook of the rhino getting "25%" for his cover is very generous. If that picture gets you 25% then so does the defense line for a war walker. Walker is 3" in height. Defense line is over 1" tall.
25% achieved.
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6th edition Eldar/Dark Eldar stats total- W:14 L:3 T:2
V.S. -5/1/1 -1/0/0 -0/1/0 - 0/1/0 -1/0/0 -2/0/1 4/0/0 1/0/0
PLEASE click my Dragons to feed them :-)
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