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Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

I am running the following list into what he tells me is infantry heavy IG.

Any thoughts on my unit priorities?

HQ
-Autarch (Jetbike; Fusion Gun; Laser Lance; Mantle of the Laughing God)

-Farseer (Jetbike; Singing Spear)

TROOP
-10 Guardian Defenders
---Wave Serpent (TL Scatter Lasers; Holo-Fields)

-10 Guardian Defenders
---Wave Serpent (TL Scatter Lasers; Holo-Fields)

-6 Rangers

-10 Storm Guardians (Flamer x2)
---Wave Serpent (TL Scatter Lasers; Holo-Fields)

FAST
-Crimson Hunter

-4 Shining Spears (Exarch; Star Lance; Monster Hunter)

-6 Swooping Hawks (Exarch; Sunrifle)

HEAVY
-Falcon (Bright Lance; Holo-Fields)

-Fire Prism (Holo-Fields)

-Night Spinner (Holo-fields)

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Made in ie
Devestating Grey Knight Dreadknight





Limerick

Infantry heavy doesn't necessarily mean no tanks. I'd try and get some Spiders in there instead of the Spears.

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Nosebiter wrote:
Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army.
 
   
Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

I am more looking for tactics than list advice...but I appreciate your input.

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Made in us
Shrieking Guardian Jetbiker




San Diego, CA

I second the spiders for the spears. Hate to say it, as I LOVE spears, but spiders are more efficient for your points and might be more flexible to deploy.

Drop the Falcon, take another prism or possibly another nightspinner imo. Depends on if you need that lance or if you want the monofilament blast.

Also, since you'll most likely be using the blasts, consider if you have extra points getting spirit stones to ignore crew shaken and stunned so your blast weapons don't get knocked out for a turn.

Drop the rangers, take a Windrider group to put the farseer in with the SC's



"Russ - This guy is basically werewolf Dick Cheney. No pity at all."
-Vulgar, because it was too funny not to steal 
   
Made in us
Veteran Wolf Guard Squad Leader



DC Metro

Against an Infantry heavy IG army, your priorities need to be killing the CCS to deny his army Orders to bolster their shooting, and killing any allied Space Marines leading those platoons that bolster their Leadership and keep them from getting swept in combat.

If he's loaded up on Heavy Weapon teams, you're extremely well positioned to deal with them since your masses of S6 shooting will double them out, and the Serpent Shields will deny them a cover save while doubling them out. If you're facing Vendettas, use the Autarch to hold your Crimson Hunter off the board until they arrive so you get the first shots of the air to air war.

Beyond that, play range and Line of Sight games, don't get caught within "Step up and Rapid Fire" range of his infantry platoons, and don't forget that if you can get your Farseer or Autarch into BtB contact with his Comms Relay or Quadgun, you can make use of them. Going second and turbo-boosting up into contact with his Quadgun means you can fire it at his reserves as they come on the board.
   
Made in us
Shrieking Guardian Jetbiker




San Diego, CA

As for tactics, the list defines your tactics.

You have an Autarch, so use your first turn to decide how you want your army to deploy. You'll want to go second and play defensively in such a way that you can see where he's going, what he's placed, and where he's placed it.

When you come out of the gates, come out hard and target the spearhead and the rear simultaneously. Use the units you deep strike into the rear as diversionary, sacrificial units to allow the rest of your army to advance and to blunt his own advance while he's distracted.

Target the artillery first, infantry second.



"Russ - This guy is basically werewolf Dick Cheney. No pity at all."
-Vulgar, because it was too funny not to steal 
   
Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

DaddyWarcrimes wrote:
Against an Infantry heavy IG army, your priorities need to be killing the CCS to deny his army Orders to bolster their shooting, and killing any allied Space Marines leading those platoons that bolster their Leadership and keep them from getting swept in combat.

If he's loaded up on Heavy Weapon teams, you're extremely well positioned to deal with them since your masses of S6 shooting will double them out, and the Serpent Shields will deny them a cover save while doubling them out. If you're facing Vendettas, use the Autarch to hold your Crimson Hunter off the board until they arrive so you get the first shots of the air to air war.

Beyond that, play range and Line of Sight games, don't get caught within "Step up and Rapid Fire" range of his infantry platoons, and don't forget that if you can get your Farseer or Autarch into BtB contact with his Comms Relay or Quadgun, you can make use of them. Going second and turbo-boosting up into contact with his Quadgun means you can fire it at his reserves as they come on the board.


Thanks, here is the tactical advice I was searching for. Can I control a Quadgun if we're both touching it?

Appreciate you not "relisting" me.


Automatically Appended Next Post:
deathmagiks wrote:


Target the artillery first, infantry second.


Solid plan right there, is it always true when facing IG?...I have quite a few games under my belt but few against IG

This message was edited 1 time. Last update was at 2013/08/16 18:14:43


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Made in us
Foolproof Falcon Pilot





IG have two ways to deal with vehicles: melta guns and their own vehicles. their HWT are usually so overcosted that its not worth it to take them, and their platoon HWT are bs3 and require orders. Killing arty usually means you deny them most of their AT potential. While they may have some plasma guns, i dont consider them effective vs WS.

1: Kill the CCs to deny orders and remove the reg banner which allows rerolled morale checks.

2: Shoot any basilisks/Medusa/Colossus he has.

3: S6, especially S6 barrage, should be on the HWT. Knock out as much AT as possible early.

4: Keep vehicles together and around cover if possible. Turn 2+ he might bring in a vendetta with 3x melta gun squad inside and drop them on you via grav chute insertion. The more chance you can make him misshap or be unable to get a good shot at you, the better. Ruins are great against this as you get a 3+ cover save w holofields if hes firing through ruins and wont want to DS into them.

5: Normally its best to minimize how much he can shoot at you. Guard have a lot of firepower vs T3. Keep the guardians inside the serpents as long as you can. His inf will be hiding behind ADL and going to ground if shot at, but that means any casualties he is taking will be from the front and he cant move back up to the wall. Get in a position that turn ~3 you can jump guardians out of the WS and move up to the ADL. You will now have cover, but his guys should be in the open since there should be a gap between the ADL and the enemy models. 20 shots AP5 will put some pretty big chunks in his line.


6 Generally its best to ignore leman russ until all the other AT shooting is gone. Russ are just too hard to reliably break, even with S9 AP1 lance. It takes 6 prism shots on average to kill a russ, so you could be all game at killing it.

"Ask not the Eldar a question, for they will give you three answers, all of which are true and terrifying to know."
-Inquisitor Czevak
~14k
~10k
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Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

Keep them together? Now that's interesting to hear because I have had great success splitting my force into 2 or 3 segments and circling my enemies. I guess it makes sense unless There are some high strength blasts coming my way.

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Made in us
Foolproof Falcon Pilot





Divide and conquer only works if your opponent is spread out. Guard loves to castle up, which means dividing your force allows him to pick off the threat he values the most. If you are deploying 20 guardians on a flank with hawks in backup you can bet that flank is going to roll up nicely. However, if you spread out you will have guys remaning after shooting which fire back just as effective as you.

Only LRB should be remaining after your turn 1-2. His arty should be dead, which mean he is out of blasts. LRB are not effective vs serpents or other eldar vehicles. yes, he may get a pen or glance on one, but he has almost no chance of destroying one thanks to AP3 and the necessity to roll to hit and pen.

"Ask not the Eldar a question, for they will give you three answers, all of which are true and terrifying to know."
-Inquisitor Czevak
~14k
~10k
~5k corsairs
~3k DKOK 
   
 
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