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Made in hr
Boosting Black Templar Biker




Croatia

So i play Carcharodons(FW chapter update space marines) and got my butt handed to me by an eldar player
He absolutely destroyed me, farseer was sitting on the edge of table buffing warwalkers with 24 shots that hit on 3 with reroll, wound on2 with rending... In the end 7-10 marines die out of sheer shooting... But enough crying now, what should i do to kill the farseer cowering behind casting guide/prescience on warwalkers/wave serpents, since whatever i try to come with anywhere near him gets stomped... So i was thinking to stuff them into rhinos, but then it will probably get blown up as soon as it comes into line of sight, and marines are sitting ducks... So how do i manage to get that pesky farseer?? I came up for something like 10 terminators with 2x assault cannons, deepstrike them in front of farseer and hope to shoot him down, while sternguard with combi meltas in a drop would take care of warwalkers, or instead of 10 terminators i take LotD and blow up those annoying wave serpents with 4+ coversave, while the enemy is distracted by the two, Tyberos will come in LR with red brethren, and assault marines with chaplain to chop them up... But still one more thing bothers me... How to kill wraithknight?? Tl;dr i've got 3 problems to deal with early: wraithknight, warwalkers, farseer, with 2 good options: sternguard in drop, LotD(terminators not included due to sick points cost when paired with red brethren(LC assault terminators)) what should i prioritize?

AFTER A THOUSAND EXAMS ONE ONLY SEES FAILURE!
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Made in us
Executing Exarch





The Twilight Zone

Is the farseer alone? Farseers are T3 models with 4++, that is it. If it is alone, just shoot it with...well basically anything. Most eldar troops are also pretty easy to gun down, so just dakka away. A thunderfire cannon can hide out and lob blasts on the seer and any bodyguards, and also threatens the walkers from range. The techmarine puts it in a nice bolstered terrain piece for extra goodness.

War walkers are not that hard to destroy, being Av10 and 2 hull points each they can be stopped by bolter fire. Combi meltas are a bit overkill, maybe combi plas or just use another at weapon. Sternguard also have poisoned bullets to help with the knight. On the wraithknight, either ignore it or dedicate some serious fire to it. Grav weapons and lascannons are your best bets.

The most important rule of 40K-Page XVII of the 6th edition rulebook, the figure at the top right of the page. "Shake hands with your opponent and thank them for a good battle and fun experience." Then go out for a beer.
Shine bright like Iyanden  
   
Made in us
Locked in the Tower of Amareo




Don't play them. That's the best bet against an Eldar player that knows this game well. Eldar victory rates, once you take out Eldar vs Eldar are crazy high.

This message was edited 1 time. Last update was at 2013/12/23 01:47:07


 
   
Made in gb
Longtime Dakkanaut





You could try allying in a coteaz from the new Inquisition supplement (doesn't even fill up allies slot). That's 100 points for 2 divination powers, artificier armour and rerolls to sieze initiative.

   
Made in us
Hellish Haemonculus






Boskydell, IL

Drop Pods help too. Running counter to the normal advice I give, I would NOT habitually combat squad in your case, since the bonus attack you're getting for being a Space Shark is going to weigh more heavily in a larger squad, at least against Eldar. Space Sharks are pretty assault-oriented, so I'd focus on that.

When it comes to the Wraithknight, Sternguard are a good bet. That 2+ to wound Hellfire rounds really helps. I haven't faced one yet, but thunder hammers are usually the nuclear option in my armies. Your Deep Strike heavy plan sounds like a solid bet.

Welcome to the Freakshow!

(Leadership-shenanigans for Eldar of all types.) 
   
Made in us
Locked in the Tower of Amareo




I've tried this against Eldar and it doesn't work well. You physically can't cause enough damage in your alpha strike and you also are teleporting to shuriken range.

The remaining Eldar, which will be most of them will either scoot and shoot away from you and then you are stranded on foot which = dead.

Or, in areas where you are weak, they'll dismount their troops and shuriken you to death combined with the wave serpent firepower.

   
Made in ru
!!Goffik Rocker!!






U can't win competitive eldar with mellee marines unless he's got a dice cancer.


Automatically Appended Next Post:
U're just not fast enough to catch him if he's still got his heavy shooting to thin u'r ranks. The key is to kill war walkers and serpents asap. U need clear target priority and special weapons. I'd say mass ac (autocannon) is the best go vs eldar players since they got no av 13+. A tfc is also a must in this edition vs literally anyone. It'll also help vs war walkers and it's possible to snipe out a farseer with it - but first things first - don't forget target priority.
1. Shoot down war walkers - they shoot hard but are very fragile - a few ac and they're down. Even hb will do.
2. Wave serpents are a tough nut to crack, but mass fire will do the job once again. It's great if you can ignore cover on it since 4+ cover is annoying on a vehicle that ignores 1 pen per turn.
3. By the time you manage to do it (if you don't than u've allready lost) - it's around turn 3 so here it comes - a wraithknight heading u'r way - you must have something to deal with him - or even a few of them. As an ork player i can tell that bikerboss with nobz does the job vs knights in mellee. But it's hard to catch him there. Anywayz - mellee options on marine's side are cap/cm with fist/hammer or a libby with an axe. Ranged options are laz/plaz, mass ac (u should be able to field those if you hope to win eldar), assault cannonz are actually not bad with rending. But from my pov, geared out cm is the best way to deal with wraithknights - 3++ and no id from s10. U won't be able to gun the wraithknight down in a single turn with marines (unless you have a full sternguard squad with some other unit's assistance...but they're gona be dead next turn) so i'd just shoot other stuff which is still left there - a wave serpent for the instance - and deal with a wk in mellee with someone who's able of killing him - cm with a serg and some remaining biker's throwing nades.

It's almost impossible to deal with a farseer (which is played correctly) fast enough to make it worth it. 3+ cover and los, with a possibility of a 2+ cover. Maybe an ig artillery could hope for a lucky barrage shot but i'd not go for it. Imo in most cases you just have to ignore him and deal with his insane buffs.
All in all, shoot the targets of higher priority first, have any means of dealing with wraithknights but don't go too far this way or it'll be a point-sink. Anywayz, it's gona be a tough match-up. Eldar are considered the strongest army atm.

This message was edited 3 times. Last update was at 2013/12/23 08:44:59


 
   
Made in hr
Boosting Black Templar Biker




Croatia

So what about something like this build... 10man sternguard in a drop combatsquadding into 5 combi plasma for warwalkers, and 5 combi meltas/gravs/ to get wraithknight, Tyberos with red brethren flatting out in his LRC, assault marines use jumppacks and run into some good cover and stay there until some vulnerable shooty unit gets cracked out of their wave serpent by LotD.. And if wraithknight doesn't die from alpha strike(and he probably wouldn't) 4 krak missiles might finish him down, since no wraithknight players use the 5++ upgrade in my area and his save is 3... What i am thinking is to soften them up before Tyberos with red brethren(LC assault terminators)cuts his way through that pesky farseer on jetbike, with 10 assault marines led by chaplain... What i learnt is that unless i hit them were it hurts.HARD and assault them very next turn i am royally

AFTER A THOUSAND EXAMS ONE ONLY SEES FAILURE!
2000

2500 
   
Made in hr
Screaming Shining Spear






I'm assuming I am the culprit. We played a tournament this Saturday and ThatSwellFella was my first opponent. My list was as follows:

HQ:

Farseer: Shard of Anaris, Eldar Jetbike, Singing Spear

Autarch: Eldar Jetbike, Banshees Mask, Fusion Gun, Laser Lance, Mantle of the Laughing God


Troops:

2x3 WRJ

10 Guardians in a Wave Serpent with Scatterlasers and Shuriken Cannon

10 Dire Avengers

9 WRJ with 3 Shuriken Cannons


Elites:

5 Fire Dragons: Exarch with Fast Shot in a Wave Serpent with Scatterlasers and Shuriken Cannon


Fast Attack:

5 Warp Spiders


Heavy Support:

Wraithknight

3 War walkers with 2 Scatterlasers


In addition to an underdog list, he also had terrible luck on the dice. I made several key mistakes that he simply didn't capitalize on, many of them due to really poor luck. His crusaders with the Emperor's Champion(he played Black Templars in that match) got charged simultaneously by the Wraithknight and the Autarch, Autarch got challenged and I managed to make both my 4++ saves. If I had remembered the Champion had 2+ armour, I'd never have charged, but I didn't get punished for my mistake.

Apart from bad dice, your Black Templars suffered from another thing. Lack of firepower on the table. You had a Crusader pattern LR, two Storm Talons and 5 Devastators with 3 MLs(or whatever Black Templar equivalents of Devastators are). That's it. Against my army, it wasn't nearly enough.

Your list also lacked synergy. Too many points spent doing nothing, like the 15-man Crusader deathstar with the Champion in the LR, who got charged by a T8 Wraithknight on Turn 2 and spent the rest of the game slowly getting killed, or an entire 10-man Crusader squad that just sat on an objective. Or those Assault marines with the Chaplain that weren't nearly aggresive enough and spent nearly the whole game cowering near the rest of your army, getting picked off from afar..

Lists in 6th need focus. You can't just put in units that you like as an afterthought and expect to do well. You need to look at the whole army and decide who has what role. Do I need more AT? Do I need more anti-infantry? Are my assault units good at taking out heavily armoured or horde units? If it's the latter, I need to have something else to cover up the weakness. Two large close combat squads that are good at exactly the same thing and can do nothing against TEQ or tough MCs won't do me much good. One that's good at taking out hordes and the other to take out heavy infantry will serve me much better. That sort of thing.

P.S. My War walkers didn't have rending. "Just" 24 S6 AP6 shots.


Automatically Appended Next Post:
koooaei wrote:
U can't win competitive eldar with mellee marines unless he's got a dice cancer.


Automatically Appended Next Post:
U're just not fast enough to catch him if he's still got his heavy shooting to thin u'r ranks. The key is to kill war walkers and serpents asap. U need clear target priority and special weapons. I'd say mass ac (autocannon) is the best go vs eldar players since they got no av 13+. A tfc is also a must in this edition vs literally anyone. It'll also help vs war walkers and it's possible to snipe out a farseer with it - but first things first - don't forget target priority.
1. Shoot down war walkers - they shoot hard but are very fragile - a few ac and they're down. Even hb will do.
2. Wave serpents are a tough nut to crack, but mass fire will do the job once again. It's great if you can ignore cover on it since 4+ cover is annoying on a vehicle that ignores 1 pen per turn.
3. By the time you manage to do it (if you don't than u've allready lost) - it's around turn 3 so here it comes - a wraithknight heading u'r way - you must have something to deal with him - or even a few of them. As an ork player i can tell that bikerboss with nobz does the job vs knights in mellee. But it's hard to catch him there. Anywayz - mellee options on marine's side are cap/cm with fist/hammer or a libby with an axe. Ranged options are laz/plaz, mass ac (u should be able to field those if you hope to win eldar), assault cannonz are actually not bad with rending. But from my pov, geared out cm is the best way to deal with wraithknights - 3++ and no id from s10. U won't be able to gun the wraithknight down in a single turn with marines (unless you have a full sternguard squad with some other unit's assistance...but they're gona be dead next turn) so i'd just shoot other stuff which is still left there - a wave serpent for the instance - and deal with a wk in mellee with someone who's able of killing him - cm with a serg and some remaining biker's throwing nades.

It's almost impossible to deal with a farseer (which is played correctly) fast enough to make it worth it. 3+ cover and los, with a possibility of a 2+ cover. Maybe an ig artillery could hope for a lucky barrage shot but i'd not go for it. Imo in most cases you just have to ignore him and deal with his insane buffs.
All in all, shoot the targets of higher priority first, have any means of dealing with wraithknights but don't go too far this way or it'll be a point-sink. Anywayz, it's gona be a tough match-up. Eldar are considered the strongest army atm.



Some good advice here. Two problems, however: a Wraithknight won't get caught in melee that I don't want him in and those War walkers are fragile, but nimble. If there is a LOS blocking terrain on the table, I'll use it to hide them with Battle Focus after shooting. And when I don't have that vs a decent alpha strike army, I'll just reserve and outflank them. They will always get at least one volley off. There's no stopping that. So you need to apply pressure and force me to make mistakes. That's pretty much the only way to make Eldar lose atm. At least with marines.

This message was edited 4 times. Last update was at 2013/12/23 14:24:43


 
   
Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

As Eldar I have noticed that my hardest matches are against those opponents with equally balanced lists in terms of firepower.

A Great Mixture of S7-9 is necessary for target priority in taking down serpents.

My serpents walk over Broadsides, but IG with Autocannons and Lacannons are a bane.

Come play games in West Michigan at https://www.facebook.com/tcpgrwarroom 
   
Made in ca
Monstrously Massive Big Mutant





Canada

When I fight the one good Eldar player I know, my most rounded lists give me the best options for dealing with them.

I play CSM, Daemons primarily. Taking Sonic Weapons on Noise Marines lays the hurt on just about everything they have in terms infantry. Blast Masters can hurt just about everything..

Baledrakes are Baledrakes.. nough said there

Tri Las Preds in my heavy support. Usually ALWAYS run 3 and just dedicate all my fire from them on 1 thing I want to disappear turn 1. Wraithknights in particular.


Life: An incomprehensible, endless circle of involuntary self-destruction.

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Made in ru
!!Goffik Rocker!!






ThatSwellFella wrote:
So what about something like this build... 10man sternguard in a drop combatsquadding into 5 combi plasma for warwalkers, and 5 combi meltas/gravs/ to get wraithknight, Tyberos with red brethren flatting out in his LRC, assault marines use jumppacks and run into some good cover and stay there until some vulnerable shooty unit gets cracked out of their wave serpent by LotD.. And if wraithknight doesn't die from alpha strike(and he probably wouldn't) 4 krak missiles might finish him down, since no wraithknight players use the 5++ upgrade in my area and his save is 3... What i am thinking is to soften them up before Tyberos with red brethren(LC assault terminators)cuts his way through that pesky farseer on jetbike, with 10 assault marines led by chaplain... What i learnt is that unless i hit them were it hurts.HARD and assault them very next turn i am royally


I'd deal with the most dangerous things first. Walkers and Serpents. Knights can wait a bit imo. Knights are definitely fast and tough but they don't hit THAT hard. I'm just telling from my pov that he can be tarpitted and killed with a powerfist usually and it's not a bad exchange. Though you have some great gravgun options that i don't Quite useful vs tides-knights they may be!


Automatically Appended Next Post:
 Araenion wrote:

Some good advice here. Two problems, however: a Wraithknight won't get caught in melee that I don't want him in


Well u're on par with his mobility if you got bikes Besides, if there are some gravgunz around - you can't play a knight very defensively or he'll just spend half the match cowering along his board side. Also, knights don't like tarpits and powerfists

 Araenion wrote:
War walkers are fragile, but nimble. If there is a LOS blocking terrain on the table, I'll use it to hide them with Battle Focus after shooting. And when I don't have that vs a decent alpha strike army, I'll just reserve and outflank them. They will always get at least one volley off.


Sure thing - that's why you need a tfc best artillery piece ever. Sure you can kite a los block all game long - sometimes you just don't roll enough to hide everyone. Anywayz that battle focus is defenitely over the top.

This message was edited 4 times. Last update was at 2013/12/24 05:50:22


 
   
Made in hr
Screaming Shining Spear






I agree, from what I've seen, TFC is outstanding against anything xenos, which is a lot of armies, considering xenos are the top dogs now. At the very least it'd force me to stay back with my squishy troops. I would eventually take it down with Swooping Hawks or Serpent Shields, but the firepower spent there would keep the rest of my army back and on the defensive.
   
Made in us
Fresh-Faced New User





South Florida

Just to reiterate what others have mentioned. Eldar in general have difficulty with alpha strike armies. If you aren't able to cripple key components of eldar lists by turn 3, they will snowball very hard. Eldar has always been a win big, lose big army.

My wraithknight has died many times to sternguard poison bullets. Sternguard and stormravens are great for all marine variants.

Armies I've played-


Check my photobucket or gallery for pics of my armies:
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http://www.dakkadakka.com/gallery/user/75288-HiiC.html
3 Successful Trades 
   
Made in us
Judgemental Grey Knight Justicar






To kill the Wraithknight: Sternguard with poisoned rounds, Bike Squads with Grav Guns. One drop pod full of sternguard and a volley of Grav Gun fire will put that thing down in one round.

For everything else: Drop pod assault. Other posters have said it, and it's true. Eldar are fairly weak against a good Alpha strike army. Take out those Wave Serpents from the get-go, or knock out the war walkers, and you're off to a great start. Ensure you kill what you start shooting at though, as Eldar mobility will allow a "wounded" unit to get away and start hitting you back, and Eldar do hit hard when they hit back. For example, don't split your fires after taking 2 HP off the Wave Serpent; dedicate another squad to take it out, even if it's overkill.


 
   
Made in us
Grey Knight Psionic Stormraven Pilot




California

From my experience in playing against eldar with my gk they are deffinitely a tough nut to crack but that goes for any army that is strongly synergized through list building and played well through continuous practice.

1. Don't plan to out shoot eldar... you're wasting your time. They have the most EFFECTIVE shooting out there next to tau. Moreover because they get battle focus a good eldar player will just shoot you and BF back behind LOS blocking terrain.
2. For the love of God have rhinos in a SM list. I will tell you now the difference a 40point rhino makes in causing your opponent to waste a turn shooting to blow up/wreck the vehicles as opposed to you directly taking out models is absolutley essential.
3. If you didn't combat squad, you just lost. Simple as that. There is no reason by any means what so ever to be in a 10man squad. 5 tacticals die just as fast as 10 do. the amount of rending and str 6 fire power that your opponent is dishing out is absurd, so you might as well take as much advantage of that sad factor and give your opponent multiple units to shoot at. Nothing pays better than to have an eldar wasting a full squad shooting at that last tactical who wouldn't die.
4. 2x flamers on every squad. This loadout is all that matters and while in tournaments you want your list to be TAC, don't be worried about if you go against other sm players. put enough wounds through flamers on a tactical squad and they are bound to start taking wounds. In addition there are so many GEQ armies being playing right now why would you want plasma? They are all relying on cover saves but even then cover saves are better than no saves. You need to even the playing ground. These GEQ with all their plasma and remove cover/str6 massed shooting and rending are leaving us tacticals with no saves or such ludicrous chance to make them that the only way to be on par is to get flamers to just remove models off the board. Moral checks are your big friend here and against eldar you will get a number of failed moral checks

You need to blow up your opponents vehicles through tanks or str6 assault cannons or something in that manner so that you can flame the people in the transports. Centurions, Stormtalons, Predators, Terminators with AC, LRC with AC, and MM, Devs with ML, LC. There are so many ways to deal with AV just pick what you have the best luck and go with it.

5. A synergized List. Many times I hear people losing against eldar and the reason is that their list not synergized. Elite Armies should consist of a central concept or multiple elements that tie into each other to best support one another.
6. Always go 2nd. I can't even stress this enough. If you dont want 2 sets of bikers capping 2 objectives for free at the end of the game I'd advise this. In addition you want to see how your opponent deploys so that you will be able to deal with what they have to offer. In addition you should be asking your opponent for a quick run down of their list while they are setting up so you can familiarize yourself with what they have. "Hey so can you give me a quick run down of your list? Aww cool so where is the massed str 6 shooting coming from? where are your ap2 ap3 units? where is your psycher or psycher(s)?

7. And really this is probably the most important.... Don't ever lose morale while playing. Many games in which you play against these GEQ armies and especially eldar you will have 2 marines left from your squads of 5 going into combat. but don't lose hope they are eldar so they are hitting on 4s and wounding on 5s and thanks to your flamers which have burnt up quite a few you should be fine from overwatch as well as the 1 attack from each member in the squad. you will find that many games end with you tieing up scoring units and you needing to try and obtain one objective so that you can win the primary or secondary. You should try and play as agressively as possible because fighting against eldar on defense is well... not going to equal many wins. they will shoot you form afar and pick everything apart. they will dictate the battle and make it so they can always have room to move in and out of flamer range. You want to push them into a corner where they have no where else to go. There you want multiple charges taking place with mulitple flame templates going down.

These can very much applied to fighting against all the GEQ armies right now, Tau, DE, IG, ELDAR. so hopefully this helps. Keep your head up and just keep trying. Always make note of what feels good to play and what works and add that into your list until eventually you have a list which are you are very comfortable with playing with

This message was edited 1 time. Last update was at 2013/12/25 03:35:09


2500pts 2000 
   
Made in hr
Screaming Shining Spear






How do you plan on getting into flamer range? Drop pod assault works best vs Eldar, tbh. But it needs to be properly supported. For example, you can't simply leave a dropped unit behind enemy lines. It'll die without gaining you anything. If you want to go the drop pod route, then you need to have a list that can put pressure on multiple sides. For instance, having a drop pod land in my back line, while that LR, Two Vindicators and tac squads in Rhinos with melta or plasma is driving towards me, with an assault squad led by a Shield Eternal/TH Chapter Master charging behind. And while that's happening, a TFC is standing behind 3+ cover and rains fire down on anything out in the open.

Or something like that.
   
Made in us
Grey Knight Psionic Stormraven Pilot




California

@Araenion

I agree that drop pod assault works and I have a drop pod in my list as well. I also agree that they must be properly supported which is what I said in having a synergized list also like you stated. I have a number of fast attack elements as well as deepstriking units in my list as well as units coming up the field trhough transports all coming to support one another. Eldar are good but they still have a tough time against well staggered assaults via deepstrikes> shunts> more deepstrikes> and unloading of transports. I n my last game against eldar one 5 man interceptors squad with an incinerator burned practically an enitre squad of guardians was critically damaged to where only the flamer was left to which he flamed an entire squad but made it into assault with 1 guy broke out on my opponents turn and flamed another squad off an objective before meeting his fate. If one group of 5 with a flamer can do that imagine 8 flamers, drop pods, shunts, transports, and psycannon support It's been quite effective lately and is very enjoyable to play.
,
*Oh and to note this is not to bag on you that how I play can beat you, more over it's just to state that flamer range is achievable as long as you know how to implement them into a list through connecting your units in a well strategist manner.

BTW I like your list. Not cheesy by any means but deffinitely tough if someone doesn't know how to deal with it

This message was edited 3 times. Last update was at 2013/12/25 05:17:19


2500pts 2000 
   
Made in us
Locked in the Tower of Amareo




If the Eldar keep their serpent shields up, you almost can't do enough on the alpha strike.
   
Made in us
Grey Knight Psionic Stormraven Pilot




California

You can assault them and psycannons do a relatively good job getting through the shields.

This message was edited 1 time. Last update was at 2013/12/25 05:41:24


2500pts 2000 
   
Made in ru
!!Goffik Rocker!!






2-d turn is not always the best. Actually, Drop pod assault is best turn 1 so that eldar can't get 4+ cover save on his million serpents. Flamers vs eldar are...no use. U don't have problems killing infantry there. U have problems killing serpents and wraithknights. Infantry dies to bolter fire if you appear to be in range AND if it's not in a wave serpent once again. Jet bikes don't really care bout flamers due to their speed. Flamers are an anti-infantry weapon and eldar are so strong not cause of infantry.
   
Made in us
Judgemental Grey Knight Justicar






Martel732 wrote:
If the Eldar keep their serpent shields up, you almost can't do enough on the alpha strike.


You'd be surprised how easily 3 HP is to take off of AV12. And remember, you don't need to take ALL of the serpents out immediately. You just need to take some (1-2). Most truly competitive lists won't have many more than that, and once the insides are exposed, they're easy pickins.


 
   
Made in us
Grey Knight Psionic Stormraven Pilot




California

@Kooaei
wriathknight v NDK a dreadknight will win via FW.
also if you can assault a wave serpent in most of the cases this has ever happened it is a wreck. and while they are fast moving skimmers making it harder for me to catch them they sitll have to worry about psycannons.
However I'm not trying to argue that beating eldar will be a sinch. It will come down to key dice rolls however that is what makes the game well... a game. I'd much rather have a too close to tell match up rather than one that is predetermined. I'm just trying to provide advice as to what I have found works for me and that maybe some ideas come to help out others. The difference between the average general and the great ones is that they are always looking for a way to best the enemy through whatever strengths they do hold. You can't be worried about your opponents. What matters is how you do your best to implement your own.

2500pts 2000 
   
Made in ru
!!Goffik Rocker!!






 Dezstiny wrote:
@Kooaei
wriathknight v NDK a dreadknight will win via FW.
also if you can assault a wave serpent in most of the cases this has ever happened it is a wreck. and while they are fast moving skimmers making it harder for me to catch them they sitll have to worry about psycannons.
However I'm not trying to argue that beating eldar will be a sinch. It will come down to key dice rolls however that is what makes the game well... a game. I'd much rather have a too close to tell match up rather than one that is predetermined. I'm just trying to provide advice as to what I have found works for me and that maybe some ideas come to help out others. The difference between the average general and the great ones is that they are always looking for a way to best the enemy through whatever strengths they do hold. You can't be worried about your opponents. What matters is how you do your best to implement your own.


Once again, i'm talking from my pov. U see, i play orkses and don't have access to all that fancy rerolls, monstrous creatures and cover/los ignores. Besides, we don't have many fast units either. And we have nothing that can move that fast (cept for koptas but they're a waste). But i still manage to win competitive eldar lists from time to time. So i'm talking on what works for me. And what would work for an op since he has newer army and better avaliable options.
The times i managed to assault serpents was with bikernobs. Only cause the rest of my army was a bit backwards and nobs were close-up soaking all the fire he had cause he basically had only one option - shoot them down or there's no way to run. Also i managed to attack with slower stuff but it was just due to some luck on my side: good cover saves, lucky charge dice and an opponent just not expecting THAT lucky boyz.
And it's hard to shoot an av12 with constant 4+ cover and ignore-pen results with orkse's shooting. Basically that's the reason i gave up on fielding lootas and came upon ig allies with leman russ exterminator with Pask (Yep there are so many eldar players around - more than marine players). Cause lootas vs serpents are rather useless if you don't have a lucky first turn. People say that lootas do the job vs serpents but it has never been true for me. U need all 30 of them to shoot at a single serpent and roll at least 2 shots in general to wreck it. It's hard to have all 30 shooting simultaniously. It's hard to make them live till that glorious moment - they cost 15 per model and have 6+ armor and ld 7. A single serpent can wipe half the squad in heavy cover and force ld check.

This message was edited 2 times. Last update was at 2013/12/25 07:17:33


 
   
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 Homeskillet wrote:
Martel732 wrote:
If the Eldar keep their serpent shields up, you almost can't do enough on the alpha strike.


You'd be surprised how easily 3 HP is to take off of AV12. And remember, you don't need to take ALL of the serpents out immediately. You just need to take some (1-2). Most truly competitive lists won't have many more than that, and once the insides are exposed, they're easy pickins.


If Eldar go first, the 4+ cover makes them very difficult to take out.
   
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Martel732 wrote:
 Homeskillet wrote:
Martel732 wrote:
If the Eldar keep their serpent shields up, you almost can't do enough on the alpha strike.


You'd be surprised how easily 3 HP is to take off of AV12. And remember, you don't need to take ALL of the serpents out immediately. You just need to take some (1-2). Most truly competitive lists won't have many more than that, and once the insides are exposed, they're easy pickins.


If Eldar go first, the 4+ cover makes them very difficult to take out.


True story. I never leave home without my Holofields. That being said, ignores cover and assaults are still great ways to kill the serpent. A 10 man marine squad will take out my nasty wave serpent in a single assault.


 
   
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AV12 HP3 is only easy with armies that can spam high volume S6-7.

What TAC build can armies like C:SM really build to do that? Sure you can get a few ACs and MLs here and there, maybe enough to kill 1 Wave Serpent a turn. Not bad, right?

One Wave Serpent kills 5 marines on average from the shield alone, no firing from the actual weapons, and you will undoubtedly encounter 4-6 Wave Serpents.

Marine unit pricing is too high and weapon saturation is too low for them to compete with standard mainstays found in Eldar and Tau armies. We don't have HYMP equivalents, we don't have Wave Serpent equivalents, we don't have Blade Storm, Battle Focus, Markerlights, or Supporting Fire. What we do have is T4 and good armor saves, which for obvious reasons is not a very huge advantage when it comes to winning games.

This message was edited 1 time. Last update was at 2013/12/26 06:41:57


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@ThatSwellFella
I play Eldar and BT, so I understand and feel your pain. I think you have the right idea with Deep striking some termies to put on the heat in his deployment. I recommend Drop Pod with Dreadnought, Ironclad preferable. Fire up some Melta and scare him with AV13.
You probably need more AT. I recommend your deployment objective holding Crusader Squads take ML with Flakk or Lascannons. LotD vs Wave Serpents sounds like a winner to me.
Your LRC squad shouldn't be getting charged turn 2. Did it wreck? I recommend LRC moves 12", move Flat Out, and then next turn move 6" and disembark if an enemy looks like it is within charging distance. Your LRC should have a multimelta as well. Once the Crusader squad is disembarked, go tank hunting. In the Eldar game you had, the LRC could move to block the Walkers' LOS to prevent them from laying waste to your troops.
Like others say, ignore the Wraithknight as long as possible. Most BT armies don't have the firepower to make killing it early feasible.

@Araenion
May not be kosher to provide advice to the enemy of the OP, but I think you should have put SL + Shuriken Cannons on the Walkers. It would free your Farseer to support others while they provide their own re-rolling (Laser Lock). Sure you lose one shot and some range with Shuriken Cannons but you free the Farseer, gain Bladestorm, and you can always move, shoot, BF backwards to avoid Bolters. Would also free 15 points that you can spend on a Warp Spider Exarch. Just my two cents.

This message was edited 1 time. Last update was at 2013/12/26 07:21:50


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Vindicares can cap the offending sort. But if that wont work for you, perhaps barrage weapons or Psyker powers would be the eay to get it done.

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 Tyberos the Red Wake wrote:

One Wave Serpent kills 5 marines on average from the shield alone,


That',s odd, the shield avarages 4,5 shots... before to hit/wound/save...
   
 
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