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![[Post New]](/s/i/i.gif) 2013/06/07 06:51:12
Subject: IA3 Review - Elysian Drop Troops
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Douglas Bader
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In addition to all the Tau stuff IA3 second edition contains the long-awaited update to the Elysian drop troops. This list replaces all previous Elysian lists (IA3, IA4, IA8) and updates them to 6th edition. In this review I'll be assuming that you're familiar with standard codex IG units and tactics, and you can assume that if I don't say otherwise anything that appears in both lists is identical to the codex version.
Overview
Why play Elysian drop troops? Because you want a mobile high-firepower IG army that doesn't play like the usual gunline or Chimera wall, but is still very much an IG army. The core of the army is lots of deep striking infantry and Valkyries as dedicated transports. Meanwhile tanks are removed entirely in favor of more aircraft as your support units. This gives you an army that has a lot of mobility and can drop a pretty good alpha strike wherever you want it, but you don't have any of the AV 14 or blob squads that keep traditional IG armies on the table. You'll need to be very careful about where you deploy your infantry and when you let them out of their transports, and many of your games will be won by crippling your opponent with overwhelming firepower and hoping that the last survivors of your shot-up veteran squad will stay alive long enough to score a 3-0 win on objectives.
If you're familiar with the IA8 Elysian list this is more of the same. Some things are better (4x special weapons in command squads), some are worse (Vultures in fast instead of heavy), but overall it's still the army you're used to.
And finally, it needs to be said: this is a flyerspam army. Even the fluffiest, most "casual" Elysian list is going to have a lot of flyers. Feel free to win tournaments with it, but if you're playing a friendly game you should think about playing one of the other IG lists if your opponent doesn't have any real AA available.
Army-wide Rules
Warlord Traits
None. This is probably the biggest disappointment of the list, after making awesome fluffy warlord traits for the armored company, DKoK assault brigade, and Necron lists FW didn't even bother trying with the Elysians. You're stuck with the core rulebook warlord traits, or maybe the IG ones whenever a new codex is released.
Combat Drop
This is the solution to the "automatically lose on turn 1 if you put your whole army in reserve" problem. At the beginning of your first turn you may choose half (RAW, exactly half) of your Valkyries, Valkyrie Sky Talons, sentry gun batteries or drop Sentinels and deep strike them. Note two key absences here: Vendettas and infantry without transports can't do it. So if you don't have allies on the table on turn 1 this puts some constraints on your list building, you need to take enough Valkyrie squads to get a decent turn-1 presence while you wait for the rest of your reserves to arrive.
Iron Discipline
Applies to CCS/PCS officers. Any unit within 6" of one of them can ignore the 25% limit for regrouping. This is a lot less useful than in 5th since any unit below 25% is probably barely worth saving anyway (compared to 50% in 5th, where you could easily have all three melta guns from a veteran squad still alive), but maybe occasionally it will save a token scoring model and win the game for you.
Allies
Elysians count as IG for determining who they can ally with, except they are battle brothers with IG. Like the other FW IG lists this opens up some interesting possibilities, effectively giving you free FOC slots for your IG army. Need another Vendetta? Take an Elysian commissar and veteran squad and you've got one. Otherwise it's going to be pretty much like normal IG, except the value of allied ICs goes down a bit (can't put them in deep striking or Valkyrie squads), and the value of durable scoring units that can hold objectives and keep you on the table until your reserves arrive goes up.
Deep Strike
All Elysian infantry units can deep strike, and have slightly higher point costs as a result. This is of marginal value on powerful squads like CCS or veterans since they get first pick on transport flyers, but it does some interesting stuff with small cheap units. Need melta? Deep strike a drop Sentinel or melta SWS. Need flamers? Well, that 4x flamer PCS no longer needs a transport to get it where you want it. And with the more forgiving mishap table in 6th you can afford to be aggressive.
Valkyries
All Elysian infantry units can take a Valkyrie as a dedicated transport. This looks awesome on paper, but remember two things: first, the point cost of those transports adds up fast. Second, Valkyrie models are huge and if you have too many of them maneuvering becomes a pain. What this means is you'll take 0-3 Vendettas (all fast attack slots you don't fill with Vultures), a small number of Valkyries, and deep strike the rest of your infantry. So overall you aren't getting all that many more flyers than a codex IG army with heavy support flyers, but you're using them more effectively.
Heavy Weapons
The "fluffy" restrictions continue: you can only take mortars, HBs or MLs. This isn't such a big deal since you're moving so much and would only be able to snap fire, but forget about spamming tons of LCs/ACs and camping behind an ADL. In fact, it's easy to imagine an Elysian list that doesn't take any infantry heavy weapons. On the good side you can pay a stupid amount of points to add flakk missiles, just in case you somehow think it's a good idea to over-pay for single STR 7 skyfire shots in an army that can spam more flyers than anyone else.
Unique Equipment
Long range ground scanner: two modes for this, picked at the beginning of the game. Either a 4+ to block each infiltrating unit and make them set up normally and a -1 penalty to enemy reserves, or a 4+ to twin-link a friendly unit's non-ordnance/barrage weapons (within 12"). Obviously powerful, but only available as a special weapon slot in a CCS so you have to commit to a support CCS instead of a gun CCS.
Breacher charges: weird melee blast weapon that replaces demo charges (I guess the deep strike demo charge alpha strike was just too much, and breacher charges are "fluffy"). As a melee attack you place the template in base contact with the model, if the attack hits you keep it there, if it misses you flip it using the scatter die for direction. Since you can't touch friendly models (no hiding in the back) and are only I3 (you die before you use it) using it against infantry is pretty unlikely. Meanwhile it's the thought that counts against buildings, you get to re-roll armor penetration and add +1 to damage results but since all the buildings that matter are AV 14 you can only glance it and never get to roll on the damage table. So fluffy, but worthless.
Lascutter: because the breacher charge wasn't fluffy but useless enough. You get a single WS1 I1 attack at STR 9 AP 2 (so a bad melta bomb), and give up a melta gun slot to do it. This will never be used.
Tracking Beacon: same old 6" no scatter deep strike as other Imperial armies. The purpose of this is obvious when your whole army can deep strike.
Auxilliary Grenade Launcher: 12" grenade launcher (frag + krak) that is no longer a one-use weapon. On the bad side veterans can't take them anymore, so no more krak spam. Only CCS special weapon carriers (which will never take them) and sergeants/commissars can take an AGL. But they're cheap, so if you aren't going all the way and buying plasma pistols you should probably get one.
HQ
Company Command Squad
Same as the IG one you know and love. Orders, 4x special weapons (FINALLY a FW list that doesn't cripple its command squads), and the same uses. The only differences (other than the ones you'll never take) are long range ground scanners for 30 points and a special weapon slot (no limit on how many, but they get expensive fast), and no MoO or astropath (because the all-reserve army doesn't care about having reserve bonuses, I guess it's "fluffy" or something). Oh, and you can take a tracking beacon, if you think you can keep a 5-man squad of guardsmen alive long enough to use it.
Lord Commissar
Again, minimal differences. In this case, just an option to take a tracking beacon, which is probably a better place than the CCS since you can put your IC into a nice meatshield unit to protect it. Otherwise the commissar fills the same "cheap HQ" role as it does in codex veteran armies. You don't care too much about morale since you're playing a "MSU" army, and you won't be blobbed up within the leadership bubble to make good use of it. But it's cheaper than trying to get an effective CCS. Sadly you don't get a Valkyrie option, I guess the commissar would get lonely without anyone to share the flyer with.
Elite
Storm Troopers
These are just codex storm troopers, with an option to take a Valkyrie and a useless special operations option in addition to the codex ones. The wording is kind of confusing, but what it seems to say is that you can grav chute out of a Valkyrie and declare a charge. Not that it matters since you can't run or shoot that turn, and it's hard to imagine an assault doing more damage than just shooting your target. Thankfully you can still take the codex ones and don't pay any points for it, so it's just some harmless fluff.
Overall you're going to use them the same way as a codex IG army: 5-man squad deep striking with melta/plasma. Taking a Valkyrie is redundant when you have veterans to do the same and score.
Drop Sentinels
Same as the IA1 (2nd) version, which is about 50% more than the IA8 version (though you do get combat drop here). Just like the name suggests, it's a Sentinel that can deep strike with a multimelta (once you upgrade from the useless HF/HB) and optional hunter-killer missile. And with combat drop you can get it on turn 1, which is a very rare thing. It's pretty obvious what these will be doing, though they'll face some tough competition from melta storm troopers in the same FOC slot.
Troops
Infantry Platoon
Like the codex version, it's a PCS, two infantry squads, 0-4 HWS (which you will never take), 0-3 SWS. Unlike the codex version you can also take 0-1 drop Sentinel squadron, in case you don't have enough already. The biggest drawback is going to be Valkyrie efficiency. You've got a limited number of transports, so you need them carrying veterans, not infantry squads. The main reason to take a platoon is to get meatshields and deep striking SWS.
PCS: again, 4x special weapons (thank you FW for finally realizing how stupid the one-special command squads were) but no heavy weapon, and a tracking beacon on the commander. Probably the same role as IG, a throwaway 4x flamer unit. Either put it in a spare Valkyrie, or just deep strike it.
Infantry squad: breacher charge replaces the heavy weapon (sigh), and that's all. Like a codex army these are just meatshields.
HWS: only the bad heavy weapons, in an army that is always moving. Codex HWS are hard enough to justify, so these are just a joke.
SWS: same weapons (plus the breacher charge and lascutter you'll never take), but the ability to deep strike makes a big difference. Once you've taken the mandatory PCS and infantry squads it's almost mandatory to take 3x SWS with melta/flamer.
Veterans
Ah, the core of the list. The only relevant differences from codex veterans are that heavy flamers no longer use up a special weapon slot (so yes, you can take 3x melta and a heavy flamer, if you want to spend the points), forward observers gives infiltrate and a tracking beacon (some interesting options there for a turn-1 alpha strike if you go first) but does NOT give camo cloaks anymore, and demolitions gives you a worthless breacher charge instead of the awesome demo charge. The core of your list will almost always be melta/plasma veterans in Valkyries/Vendettas, since this maximizes the firepower each of your expensive transports can deliver. Beyond that you're probably not going to want doctrines, since the good ones took a big nerf compared to the codex version and the squad + transport is already getting pretty expensive.
Dedicated Transports
Valkyrie
Just like the codex version. Combat drop lets you deep strike them on turn 1, but the Valkyrie itself does not have deep strike. If you don't do the turn-1 combat drop you're coming on from your table edge as usual. Strategy-wise it's the same as well, deliver troops and rocket pod infantry to death.
Valkyrie Sky Talon
Same rules as in IA:Aeronautica, but now a dedicated transport for drop Sentinels or Tauros, so no more taking a giant pile of no-FOC-slot flyers. Also this means you have to commit to which squad takes it instead of picking at deployment. Since the Sentinels can deep strike and you want melta on the table ASAP I'm not really sure what the point of this is.
Fast Attack
Tauros Squadron
Now with both types, rules the same as in IA1 (2nd). Essentially it's a fast Sentinel with a HF, double-shot GL, TL LC or TL multilaser. With the awesome Vendetta and Vulture competing for fast attack slots you'll probably never give these a second look.
Gunship Squadron
1-3 Vultures or Vendettas. Yes, squadrons of Vultures, if you don't mind concentrating 300+ points of shooting on a single target. Rules-wise these don't have any changes, but that's fine since they're very good and we all know it. The biggest difference for the Elysians is that Vultures now compete for Vendetta slots instead of being heavy support. So you'll have to balance pure firepower from punisher cannon Vultures with AA and transport from the Vendettas. I don't think there's an automatic answer here, it's going to come down to personal preference and the only rule is that you must take three squadrons, however you mix them. Probably the standard approach to writing an Elysian list will be to divide up your three Vulture/Vendetta FOC slots, load the Vendettas appropriately, and then see what else you need to take. Use these slots wisely because they're your best units.
Heavy Support
Sentry Guns
Same as the IA1 (2nd) update to automated artillery (no crew, targets the closest enemy unit), but gain deep strike (and combat drop) along with more than doubling in price. I guess the turn-1 deep strike has some potential and T6/3+ wounds can help keep you on the table before the rest of your army arrives, but overall I'm not impressed. The only good thing about normal sentry guns was their incredibly cheap price, and now they're expensive competition for better units in heavy support.
Cyclops
Now with a dedicated Valkyrie included in the price. The remote control rules are the same, the Cyclops drives off on its own and can drop a STR 9 AP 3 pie plate on itself at I10 in assault. Getting these to the target is an interesting question: obviously keeping the operator aboard the Valkyrie makes it a lot more likely that they won't just get shot to death and turn off the bomb, but you have to find a way to get the Cyclopse out of the Valkyrie which means waiting longer. I suspect these will have a use in the right list, but I can't see it right now.
Imperial Navy Air Support
Because you don't have enough flyers yet. Three options, no squadrons:
Thunderbolt: newly boosted for 6th in IA:Aeronautica. The Thunderbolt is the pure dogfighting option, it's good against other flyers but mediocre against ground targets. If you don't have many Vendettas you should consider one, if you have Vendettas covering your AA needs you might want something with better ground attack options.
Lightning: sadly still just a bad unit. Fragile, limited in firepower, and too expensive for what you get. Pretty much no matter what target you have in mind the Thunderbolt or Avenger will do it better.
Avenger: no changes from IA:Aeronautica. It's not as good at killing flyers, but pretty much everything on the ground that isn't AV 13-14 is a good target (and for that you have melta). Like the Thunderbolt, this depends on your answer to the Vulture/Vendetta question. If you aren't taking punisher cannon Vultures the Avenger is a great infantry killer, but if you have the Vultures already the Avenger becomes a bit redundant and you might want a Thunderbolt instead to deal with flyers.
And that is it. Feel free to contribute to the "buy Peregrine more aircraft" fund if this has helped you.
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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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![[Post New]](/s/i/i.gif) 2013/06/07 07:45:13
Subject: IA3 Review - Elysian Drop Troops
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Executing Exarch
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Good review.
I think a mix of drop sentinels and valks is going to be important if you need to open transports to get to the enemies inside.
I am curious to see if there will be any FAQs to clarify whether the beacon works inside the valk transport (could be awesome) and whether the Multiple scanners stack for -3 to reserves (could be super funny).
I actually rather like the cyclopes units as they can drop in the first wave and exit the transport Turn 2 when they will drive up to a unit and hurt it. bad. If the enemy tries to kill the transport it could be funny to see what a crashed valk + 2 cyclopes charges do to whatever it lands on.
I must agree with the new storm trooper operation. I could almost see some utility in it but I think you absolutely need a beacon to land on and I am not sure when it would be better to charge rather than shoot.
One note is that the beacons say friendly unit so you can land allies with no scatter on them. There may be some interesting combos with DA and BA allies to be found there. Such as a no scatter turn 2 DWA on CCS/Valk beacons.
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![[Post New]](/s/i/i.gif) 2013/06/07 07:54:24
Subject: IA3 Review - Elysian Drop Troops
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Douglas Bader
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ansacs wrote:I am curious to see if there will be any FAQs to clarify whether the beacon works inside the valk transport (could be awesome)
It does not. The beacon rules say that the beacon has to be on the table at the start of the turn.
and whether the Multiple scanners stack for -3 to reserves (could be super funny).
Why stop at -3? Get four scanners and an officer of the fleet and ensure that your opponent needs an 8+ on a D6 to get their reserves in.
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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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![[Post New]](/s/i/i.gif) 2013/06/07 08:07:39
Subject: IA3 Review - Elysian Drop Troops
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Growlin' Guntrukk Driver with Killacannon
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I can so see myself taking some drop troop allies. I will ditch my Meltacide Storm Troops and PBS for a Melta CCS and a Melta Vets Squad and deep strike them in for some carnage. And while I've paid the premium I might as well take a Vulture so I can run 2x Vendettas and 2x Vultures in my army. The Earth shakers and Sabre Guns can sit back and hold the back field and I can be labled as taking the most Cheesy Broken Army of all time.
I could like this thanks for the awsome post.
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![[Post New]](/s/i/i.gif) 2013/06/07 08:10:10
Subject: IA3 Review - Elysian Drop Troops
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Executing Exarch
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Peregrine wrote:
It does not. The beacon rules say that the beacon has to be on the table at the start of the turn.
Is it not on the table if it is in a transport that is on the table at the start of turn 2?
Peregrine wrote:
Why stop at -3? Get four scanners and an officer of the fleet and ensure that your opponent needs an 8+ on a D6 to get their reserves in.
Because I might be sadistic...you need to let them hope they can get reserves in but never quite manage it.
Also due to the fact that turn 4 they would get a "Delta" strike as it were. We want the illusion of them having a chance not for them to actually have even a slim one.
What were you thinking of using for your turn 1 can opener needs? I am still not coming up with a good answer.
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![[Post New]](/s/i/i.gif) 2013/06/07 08:10:51
Subject: IA3 Review - Elysian Drop Troops
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[MOD]
Not as Good as a Minion
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I'm going to make room for some Tauros anyway, at least for my play around home, the models are too good for me to ignore them completely. I quite like the review, it seems pretty straightforwards, will you be updating it after you get a few competitive games in with the new list? Or will it remain a theoretical exercise?
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I wish I had time for all the game systems I own, let alone want to own... |
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![[Post New]](/s/i/i.gif) 2013/06/07 09:05:55
Subject: IA3 Review - Elysian Drop Troops
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Douglas Bader
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motyak wrote:I'm going to make room for some Tauros anyway, at least for my play around home, the models are too good for me to ignore them completely. I quite like the review, it seems pretty straightforwards, will you be updating it after you get a few competitive games in with the new list? Or will it remain a theoretical exercise?
Theoretical. I love the concept of the Elysians and they were my first IG army, but I gave up on playing them when I realized how much of a pain it is to haul around that many aircraft models. I bought the book mainly for the Tau stuff, I just thought I'd post a review of the Elysian list in case anyone was thinking about starting an army.
ansacs wrote:Is it not on the table if it is in a transport that is on the table at the start of turn 2?
I don't think so. Being in a transport is not the same as being on the table.
What were you thinking of using for your turn 1 can opener needs? I am still not coming up with a good answer.
I'd probably use either allies or multimelta drop Sentinels. Or just pretend that turn 2 when my gunships arrive is the real "turn 1" and play the game from there.
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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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![[Post New]](/s/i/i.gif) 2013/06/07 09:25:41
Subject: IA3 Review - Elysian Drop Troops
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Crazed Spirit of the Defiler
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whats a good 1850-2000 point list utilizing max fliers?
Thinking
1css
-Valkyrie
2 Plasma Vets
-2 Valkyrie
2 Melta Vets
-2 Valkyrie
2 Vendetta
2 Vendetta
2 Vendetta
or something to this effect
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This message was edited 1 time. Last update was at 2013/06/07 09:26:13
Games Workshop: Ruining Chaos Space Marines since 2007
First they raised prices on the Eldar, and I did not speak out because I did not play Eldar.
Then, they raised prices on the Orks, and I did not speak out because I did not play Orks.
Then, they raised prices on the Nids, and I did not speak out because I did not play Nids.
Then, they raised prices on the Marines, and there was nobody to speak out for me. |
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![[Post New]](/s/i/i.gif) 2013/06/07 09:33:34
Subject: IA3 Review - Elysian Drop Troops
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Douglas Bader
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Too many redundant transports, not enough fighters. Here's a better option, with the same troops but better guns:
CCS, 4x melta, Valkyrie (rockets on all)
Vets, 3x melta, Valkyrie
Vets, 3x melta, Valkyrie
Vets, 3x plasma
Vets, 3x plasma
Vulture, punisher cannons
Vendetta
Vendetta
Avenger, hellfuries
Avenger, hellfuries
Avenger, hellfuries
Total: 1835
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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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![[Post New]](/s/i/i.gif) 2013/06/07 10:57:41
Subject: IA3 Review - Elysian Drop Troops
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Junior Officer with Laspistol
Manchester, UK
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I can see the new storm trooper operation being useful against artillery units, so long as you can strip the bubble wrap before they come on. Not the best use for an expensive unit though.
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![[Post New]](/s/i/i.gif) 2013/06/07 11:43:06
Subject: IA3 Review - Elysian Drop Troops
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Implacable Black Templar Initiate
Glasgow, UK
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Great review, sounds like an interesting list and am keen to try out it myself.
To help out with the necessity of having models on the table turn one, I suppose you could always take an allied blob with commissar. Your Elysians will have enough firepower and mobility, while the blob may be helpful to hold your own end. Though I guess fluffwise it doesn't really jig with the Elysian style.
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Chaos Daemons - 3000
CSM - 2000
Black Templars - 1500 |
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![[Post New]](/s/i/i.gif) 2013/06/07 11:49:29
Subject: IA3 Review - Elysian Drop Troops
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Junior Officer with Laspistol
Manchester, UK
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amasokka88 wrote:Though I guess fluffwise it doesn't really jig with the Elysian style.
I think it would fit fine. It would represent a garrison coming under heavy attack and then calling in some fast moving reinforcements. An ADL with comms relay could help.
If I was running an Elysian list, I would be tempted to use infiltrating veteran squads. I used to love mass infiltration from our old codex and the veterans seem like a nod to that.
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![[Post New]](/s/i/i.gif) 2013/06/07 11:49:56
Subject: IA3 Review - Elysian Drop Troops
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[MOD]
Not as Good as a Minion
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amasokka88 wrote:Great review, sounds like an interesting list and am keen to try out it myself.
To help out with the necessity of having models on the table turn one, I suppose you could always take an allied blob with commissar. Your Elysians will have enough firepower and mobility, while the blob may be helpful to hold your own end. Though I guess fluffwise it doesn't really jig with the Elysian style.
I dunno, a blocking force and an assault force isn't unlike them.
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I wish I had time for all the game systems I own, let alone want to own... |
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![[Post New]](/s/i/i.gif) 2013/06/07 11:52:11
Subject: IA3 Review - Elysian Drop Troops
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Growlin' Guntrukk Driver with Killacannon
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Would an allied Astropath give you the +1 to reserves. Otherwise the Agies line Comms relay could help get everthing in sooner.
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![[Post New]](/s/i/i.gif) 2013/06/07 20:34:45
Subject: IA3 Review - Elysian Drop Troops
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Douglas Bader
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Trickstick wrote:I can see the new storm trooper operation being useful against artillery units, so long as you can strip the bubble wrap before they come on. Not the best use for an expensive unit though.
I think the problem is going to be that you have to grav chute to do it (the rule is not exactly clear), and that means flying over the artillery and finding a landing spot for the Valkyrie. And that's not going to be easy when artillery tends to be camped in the back corner.
It really seems like someone thought of a cool idea, then realized that you're not supposed to assault out of reserve/deep strike/etc anymore in 6th and had to put so many limits on it that nobody would complain.
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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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![[Post New]](/s/i/i.gif) 2013/06/09 16:47:17
Subject: IA3 Review - Elysian Drop Troops
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Quick-fingered Warlord Moderatus
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As an Elysian player, I'm going to chime in my two cents here. I disagree with some of the things that Peregrine has stated, and I do acknowledge that most of it has been a purely theoretical exercise.
Tomorrow I have three competitive games set up to test my new 6th Ed list before I decide to commit on how many more flyers I need to buy. The reason for this is simple - I've done a couple of table-top exercises just pushing around my FLGS' flyers, and anything more than six or seven flyers becomes a maneuverability hell, especially in high terrain density and against high-number armies like Ork, IG, Tau, 'nids, et al. Above that number, you're going to have flyers start wasting turns shooting because their only option is to zoom off the board, or enter hover or risk being shot down.
Squadron'ing Vendettas and Vultures wastes their efficiency. Don't do it. Sentry guns have some validity as backfield-dropping heavy bolters to create some chaos, especially if your opponent has fielded an ADL or Skyshield. Dropping behind the ADL negates their cover save, while dropping into the Skyshield itself will annoy the heck out of them.
I will report back once I've a few more playtests in.
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This message was edited 1 time. Last update was at 2013/06/09 16:47:37
Click here for my Swap Shop post - I'm buying stuff!
DR:90-S++G++M+B++I+Pw40kPbfg99#+D++A++/eWDR++T(T)DM+
Black Legion/Iron Warriors/Night Lords Inquisitorial Friends & Co. (Inq, GK, Elysians, Assassins) Elysian Droptroops, soon-to-add Armored Battlegroup Adeptus Mechanicus Forge World Lucius
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![[Post New]](/s/i/i.gif) 2013/06/09 17:37:33
Subject: IA3 Review - Elysian Drop Troops
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Regular Dakkanaut
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I know it's clearly meant for 40k but tournaments in my area require fw to actually have the 40k stamp. So does this list have a 40k stamp any where?
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![[Post New]](/s/i/i.gif) 2013/06/09 18:00:11
Subject: IA3 Review - Elysian Drop Troops
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Quick-fingered Warlord Moderatus
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haroon wrote:I know it's clearly meant for 40k but tournaments in my area require fw to actually have the 40k stamp. So does this list have a 40k stamp any where?
Yes. Right in the front of the book. All IAs have them as standard now. I believe the HH books do too, but with an additional disclaimer that they are not intended for use outside of the HH context.
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This message was edited 1 time. Last update was at 2013/06/09 18:00:39
Click here for my Swap Shop post - I'm buying stuff!
DR:90-S++G++M+B++I+Pw40kPbfg99#+D++A++/eWDR++T(T)DM+
Black Legion/Iron Warriors/Night Lords Inquisitorial Friends & Co. (Inq, GK, Elysians, Assassins) Elysian Droptroops, soon-to-add Armored Battlegroup Adeptus Mechanicus Forge World Lucius
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![[Post New]](/s/i/i.gif) 2013/06/11 14:55:59
Subject: IA3 Review - Elysian Drop Troops
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Been Around the Block
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Interesting read, thanks Peregrine. I'd be interested in seeing the thoughts of other players who have used the list in-games too.
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![[Post New]](/s/i/i.gif) 2013/06/11 15:44:32
Subject: IA3 Review - Elysian Drop Troops
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Quick-fingered Warlord Moderatus
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I didn't get far in the game that I played (my opponent had to go), but as expected, even with 7 flyers, maneuvering on the gaming table was incredibly difficult the moment every flyer came on. I was running 3 Valks, 1 Vendetta, 2 Vultures, and 1 Avenger. My Valks ended up going into Hover to deploy troops and maneuver to stay on the table with the aircraft traffic jam that I had.
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Click here for my Swap Shop post - I'm buying stuff!
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Black Legion/Iron Warriors/Night Lords Inquisitorial Friends & Co. (Inq, GK, Elysians, Assassins) Elysian Droptroops, soon-to-add Armored Battlegroup Adeptus Mechanicus Forge World Lucius
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![[Post New]](/s/i/i.gif) 2013/06/11 17:11:40
Subject: Re:IA3 Review - Elysian Drop Troops
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Longtime Dakkanaut
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As a fellow Elysian player I first want to say thank you for the review, I run my Elysians out of IA8 with a lot of success but a few things in this book in particular do interest me to maybe start running it out of this book. The biggest differences I can see between the two lists (outside point values as I don't have IA3 in front of me):
-Vultures being Fast Attack
-Combat Drop Rule
-Access to the Avenger Fighter
Now with this in mind I want to make a comment about building a list with these guys as I am definitely considering picking up this book in order to run them now over the IA8 version. First off in regards to the "flyer traffic jam" issue that was mentioned. I personally do not take ANY Valks for this very reason and run more of an airborne style army compared to an Air Cav styled list. This means more bodies on the table and more room for your Flyers to move around. Instead of stuffing your list with Valks put it into more Veterans, Drop Sentinels and even some allied IG to get an astropath. What I an thinking:
-CCS
*w/ Plasma or Melta
-x2 Drop Sentinels
*w/ Multi Melta
-x2 Drop Sentinels
*w/ Multi Melta
-x2 Drop Sentinels
*w/ Multi Melta
-Vets
*w/ x3 Plasma
-Vets
*w/ x3 Plasma
-Vets
*w/ x3 Plasma
-Vets
*w/ x3 Plasma
-Vets
*w/ x3 Plasma
-Vets
*w/ x3 Plasma
-Vets
*w/ x3 Plasma
-Vendetta
*w/ Door Gunners
-Vendetta
*w/ Door Gunners
-Vendetta
*w/ Door Gunners
-Avenger
-Avenger
Now I don't have the book but a list along these lines I feel would be much more effective especially with the "Combat Drop" rule. With 11 units that can come in that means you can get either all your infantry or all the drop sentinel units and x3 veteran squads on the board at the same time. Allies would be easy to do in the form of an allied CCS with an astropath and a squad of veterans.
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This message was edited 1 time. Last update was at 2013/06/11 17:12:05
19th Krieg Siege Army 7500pts.
40k/HH Night Lords 5000pts.
Orks Waaaghmacht Spearhead 2500pts.
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![[Post New]](/s/i/i.gif) 2013/06/11 17:54:46
Subject: IA3 Review - Elysian Drop Troops
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Quick-fingered Warlord Moderatus
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Unfortunately Combat Drop doesn't apply to the Elysian foot-troops themselves, Vendettas nor Avengers. I did contemplate that list. It becomes too reliant on luck as a result. You essentially will have 4 squads footslogging on first turn (which Elysians are not designed for at their price premium), 4 more that will drop in, a maximum of two Combat Drop sentinels, and Vendettas and Avengers that you will have to Reserve. That's why my list has 4 Valks.
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This message was edited 1 time. Last update was at 2013/06/11 17:56:01
Click here for my Swap Shop post - I'm buying stuff!
DR:90-S++G++M+B++I+Pw40kPbfg99#+D++A++/eWDR++T(T)DM+
Black Legion/Iron Warriors/Night Lords Inquisitorial Friends & Co. (Inq, GK, Elysians, Assassins) Elysian Droptroops, soon-to-add Armored Battlegroup Adeptus Mechanicus Forge World Lucius
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![[Post New]](/s/i/i.gif) 2013/06/11 18:05:37
Subject: IA3 Review - Elysian Drop Troops
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Longtime Dakkanaut
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Enigwolf wrote:Unfortunately Combat Drop doesn't apply to the Elysian foot-troops themselves, Vendettas nor Avengers. I did contemplate that list. It becomes too reliant on luck as a result. You essentially will have 4 squads footslogging on first turn (which Elysians are not designed for at their price premium), 4 more that will drop in, a maximum of two Combat Drop sentinels, and Vendettas and Avengers that you will have to Reserve. That's why my list has 4 Valks.
Fair point I misinterpreted the rule, basically then this list fits more of the "Air Cav" theme then the IA8's Airborne themed list (as anyone in that list can deepstrike).
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19th Krieg Siege Army 7500pts.
40k/HH Night Lords 5000pts.
Orks Waaaghmacht Spearhead 2500pts.
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![[Post New]](/s/i/i.gif) 2013/06/11 18:15:08
Subject: IA3 Review - Elysian Drop Troops
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Quick-fingered Warlord Moderatus
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Everyone in the list can still deepstrike, but Combat Drop only applies to Valks, Valk Sky Talons, the contents within either, Sentry Guns and Sentinels.
In other news, Combat Dropping Sentry Guns behind an ADL and watching my opponent's face is the cause of my latest silly grin as I shred his quad-gun-manning troops with 3x TLHBs.
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This message was edited 1 time. Last update was at 2013/06/11 18:16:16
Click here for my Swap Shop post - I'm buying stuff!
DR:90-S++G++M+B++I+Pw40kPbfg99#+D++A++/eWDR++T(T)DM+
Black Legion/Iron Warriors/Night Lords Inquisitorial Friends & Co. (Inq, GK, Elysians, Assassins) Elysian Droptroops, soon-to-add Armored Battlegroup Adeptus Mechanicus Forge World Lucius
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![[Post New]](/s/i/i.gif) 2013/06/11 18:23:11
Subject: IA3 Review - Elysian Drop Troops
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Longtime Dakkanaut
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Enigwolf wrote:Everyone in the list can still deepstrike, but Combat Drop only applies to Valks, Valk Sky Talons, the contents within either, Sentry Guns and Sentinels.
In other news, Combat Dropping Sentry Guns behind an ADL and watching my opponent's face is the cause of my latest silly grin as I shred his quad-gun-manning troops with 3x TLHBs.
I knew that, meant it in regards to the combat drop rule, need to be more clear about what I type apparently  . And that is pretty cool and funny that it works so well, may I have to pick some of those up for future games
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19th Krieg Siege Army 7500pts.
40k/HH Night Lords 5000pts.
Orks Waaaghmacht Spearhead 2500pts.
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![[Post New]](/s/i/i.gif) 2013/06/11 18:27:56
Subject: IA3 Review - Elysian Drop Troops
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Quick-fingered Warlord Moderatus
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gmaleron wrote: Enigwolf wrote:Everyone in the list can still deepstrike, but Combat Drop only applies to Valks, Valk Sky Talons, the contents within either, Sentry Guns and Sentinels.
In other news, Combat Dropping Sentry Guns behind an ADL and watching my opponent's face is the cause of my latest silly grin as I shred his quad-gun-manning troops with 3x TLHBs.
I knew that, meant it in regards to the combat drop rule, need to be more clear about what I type apparently  . And that is pretty cool and funny that it works so well, may I have to pick some of those up for future games 
No worries.  I have those brainfart days too. I'll see if I can get another game in sometime this week and do a (crappy) bat-rep of it.
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Click here for my Swap Shop post - I'm buying stuff!
DR:90-S++G++M+B++I+Pw40kPbfg99#+D++A++/eWDR++T(T)DM+
Black Legion/Iron Warriors/Night Lords Inquisitorial Friends & Co. (Inq, GK, Elysians, Assassins) Elysian Droptroops, soon-to-add Armored Battlegroup Adeptus Mechanicus Forge World Lucius
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![[Post New]](/s/i/i.gif) 2013/06/11 18:51:56
Subject: Re:IA3 Review - Elysian Drop Troops
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Longtime Dakkanaut
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Sweet, in your opinion how does this list compare to the IA8 book? And which book do you think is more competitive in your personal opinion?
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19th Krieg Siege Army 7500pts.
40k/HH Night Lords 5000pts.
Orks Waaaghmacht Spearhead 2500pts.
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![[Post New]](/s/i/i.gif) 2013/06/11 19:52:21
Subject: Re:IA3 Review - Elysian Drop Troops
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Douglas Bader
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gmaleron wrote:Sweet, in your opinion how does this list compare to the IA8 book?
Probably about the same overall. Losing Vultures in heavy support hurts and demo charge spam was fun, but on the other hand combat drop lets you take an all-reserves list again, command squads get four special weapons, etc.
And which book do you think is more competitive in your personal opinion?
Doesn't matter. IA3 is the only one you can use, IA8 is obsolete and no longer legal.
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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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![[Post New]](/s/i/i.gif) 2013/06/11 20:13:48
Subject: Re:IA3 Review - Elysian Drop Troops
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Longtime Dakkanaut
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Peregrine wrote:
Doesn't matter. IA3 is the only one you can use, IA8 is obsolete and no longer legal.
Why is IA8 no longer legal? First I have ever heard of this is why I ask.
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19th Krieg Siege Army 7500pts.
40k/HH Night Lords 5000pts.
Orks Waaaghmacht Spearhead 2500pts.
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![[Post New]](/s/i/i.gif) 2013/06/11 20:28:11
Subject: Re:IA3 Review - Elysian Drop Troops
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Douglas Bader
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gmaleron wrote:Why is IA8 no longer legal? First I have ever heard of this is why I ask.
For the same reason that the old Eldar codex is no longer legal: an updated version has been published, and new versions of 40k rules always replace the old ones.
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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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