Jasper wrote:Hello,
I presume you are not wasting points giving the cultists
MoS? No, Good!
I think you accidently said "wasting points" instead of "Forging a Narrative". Its so important its on almost every page of the Big Rulebook!
Anyway, on a more serious note, as an Emporer's Children and Eldar Player I feel like there is a small posibility that I might possibly have some insight into this match up.
1) Jetbikes. Jetbikes are rediculously hard to catch if they don't want to be caught, but they also die in droves to the Heldrake. Unless your Opponent is willing to put a Warlock or a Farseer in between the squad and a Baleflamer, hopefully with fortune, between Vector Striking and Flaming, a Drake can own Jetbikes. So send your Drake or Drakes on anti troop duty. Really the game should be won or lost on objectives, so baleflame those jetbikes! If he uses his jetbikes offensively, just be prepared to return fire, Noise Marines should outshoot them, faster assault units like Spawn, Raptors, or Bikers should be able to catch them even after their
JSJ unless they get really lucky.
2) The Avatar, avoid melee if you can, between Disarm and Smash Attacks he will beat the piss out of a slaanesh lord, but he only has a 5++. Las Cannons, Plasma Guns, Vector Strikes, things like that will do a number on him. Especially if the Farseer doesn't pull fortune or goes for Divination or Telepathy. Even if you send in a Daemon Prince wielding the Black Mace, you will likely just get instant killed at initiative 10 by a smash attack boosted by Hatred. Do not engage the Avatar in Melee. I think the only thing that can do it reliably is a Nurgle Sorcerer on a Palaquin if he rolls Iron Arm...
A few more specific things.
3) I would try to fit in a Slaanesh Sorcerer, Telepathy has some great powers to help you win the psychological battle against the Eldar, and all of the Slaanesh Powers are pretty solid vs Eldar. Estatic Seizures can do some real damage to Guardians, etc. Now that Eldar no longer have runes of warding to perils you, there isn't any reason to not have a level 2 or 3. A level 3 Sorcerer can also deny the witch on a 5+ against a Farseer.
4) I woud avoid Terminators. Look at the new bladestorm rule, so many Eldar guns have pseudo rending against infantry now, everybody with monofiliment and shuriken! Relying on a 2+ save on slow models is a great way to get kited and blown apart. So many Eldar units can effectively engage terminators now it just isn't worth it. If you want to run Terminators run 3 dudes w/ Combi Plasma and the Power Weapon of your choice- I like Mauls on Mark of Slaanesh Termies. Deep Strike Down, Blow your load at the Avatar or a Tank, or whatever, and any damage you do after you land is icing on the cake.
If you want a general combat unit, go for Spawn. They have good toughness, and no armour, so they mitigate the effectiveness of Bladestorm a bit, they aren't slowed by cover so will be able to get a cover save, and leap from cover and into the Eldar lines pretty easily. You need to be careful of Wave Serpents and their Shield Bursts, but it doesn't sound like your opponent is really running Mech. Also consider running a Lord on a Steed. He will be much more likely to see combat, and he gives the squad initiative 6 which gives him a solid chance at activating sweeping advance, after an important charge. Just be careful of countercharges by the Avatar, but beasts are fast, and he is slower, so pick your fights.
5) For havocs I would go with Auto Cannons. Its a pretty cheap option and can engage everything the Eldar have. They aren't great vs Wriaithknights or Lords, but will deal with everything else.
6) Noise Marines should have another blast master. the
FAQ allows for one Blast Master at 5 models, and 2 at 10 models. Which is excellent. More s8 ap3 cover ignoring blasts!
7) Consider squeezing in some Icons of Excess, I know that they are expensive, but having a 5+
fnp can be a huge help in saving wounds and punching back against those Elves.
Ultimately at the end of the day, you need to kill his troops. Prevent him from claiming objectives and force him to play for the draw. Avoid taking slow units, which can be outshot by the Eldar (TERMINATORS), and isntead focus on faster units like Spawn, Bikers, or Raptors, or Heavy Fire Power units like Blaster Noise Marines which can just outshoot Eldar Units straight up.
Pick your fights, practice good target priority, and it should be a very winnable fight.
EDIT:
Dalymiddleboro wrote:Bring a second Heldrake. That's all you will need to crush eldar
This is ignorant and frankly untrue. Don't get me wrong, Heldrakes are good, and they are good against Eldar, but it would be a diservice to fool yourself into thinking Eldar are helpless against them. Honestly Dalymiddleboro needs a better understanding of Heldrakes and the armies that they face. Eldar can do several things to counter Drakes, and double Drake does not hard counter Eldar currently. 1) Dakka Wave Serpents can move directly behind them and shoot them with 7 s6 and
d6+1 s7 probably twin linked shots (laser lock), 2) Warp Spiders who have been hit with Precisience will do a number on them if they get a chance. 3) And because of Vector Dancer Drakes will have a very hard time with Crimson Hunters, since they can hug their board edge using 90 degree turns and Vector Dancer to prevent Drakes from Vector Striking them when they come on, and they can Move behind the Drakes and Vector Dancer to keep shooting to avoid Vector Strikes in subsequent turns.
Don't get me wrong, Heldrakes are very good, and they will be excellent at killing Eldar Troops. BUT Do not for a moment think that all you need is 2 Heldrakes to "Crush" Eldar. Any Eldar list worth its salt will be able to handel a drake or 2. You will still need to outplay your opponent. Drakes will not auto win for you, just help