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		<title><![CDATA[Latest posts for the thread "Eldar War Walkers and 48 shots a turn that reroll to hit ?? "]]></title>
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				<title>Eldar War Walkers and 48 shots a turn that reroll to hit ?? </title>
				<description><![CDATA[ I am thinking of starting a Eldar army ; one of the things that impressed me was the variation of Mass shots via Scatter Lasers on a Warwalker squad with Guide. <br /> <br /> <br /> From my understanding I can do this as it is a unit correct? <br /> <br /> <br /> 2 Squads w/ Scatter lasers is 360 points <br /> <br /> 2 Farseers w/ Guide are 150.<br /> <br /> 500 Points for a firebase that shoots 48 shots and rerolls hits wounds most models on a 2 plus. <br /> <br /> <br /> Worth it ?<br /> <br /> Or should I go with..<br /> <br /> 1 Squad of 3 <br /> <br /> 1 Shadow Battery<br /> <br /> 1 Shadow battery<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 7 Feb 2009 04:23:21]]> GMT</pubDate>
				<author><![CDATA[ Hollismason]]></author>
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				<title>Eldar War Walkers and 48 shots a turn that reroll to hit ?? </title>
				<description><![CDATA[ Yeah your math is right, and I had the same thoughts when it came to warwalkers, but you have to carefully choose your Heavy Support when it comes to Eldar and two of your three choices are already gone, and they're being supported by both your <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>'s.<br /> <br /> Not to mention that Warwalkers have armor 10, and wound allocation applies to these squads. So if anything gave them their attention, they'll start dropping fast.<br /> <br /> And so a couple questions to ask yourself is will they win back their points? And how much it'll hurt the rest of your army if they were to pop around turn 2?<br /> <br /> I like War Walkers... I'd probably try this against horde armies, and even exand upon the firing base with Defender Guardians and Eldrad Ulthran's 3 psychic powers a turn (two <span class="glossaryitem" onmouseover='gp(600);'>fo</span> which could be the same).<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 10 Feb 2009 22:12:16]]> GMT</pubDate>
				<author><![CDATA[ Uzi Hobo]]></author>
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				<title>Re:Eldar War Walkers and 48 shots a turn that reroll to hit ?? </title>
				<description><![CDATA[ Your using a farseer to support these war-walkers? Why not do it properly..<br /> <br /> Get stones & fortune to allow those war-walkers to re-roll thier saves. Stick them in cover & suddenly youve got a 4+ re-rollable save. The occasional krak missile or lascannon round that gets through and takes one out now is usually saved.<br /> <br /> <span class="glossaryitem" onmouseover='gp(269);'>Id</span> suggest getting a 1x3model Dual Scatter laser and 1x3model dual <span class="glossaryitem" onmouseover='gp(461);'>EML</span>.  Both supported by guide & fortune.<br /> <br /> Get a small 3man seer-council to stick those warlocks in (costs you 75pts) which affords you protection from asasination and provides a fairly nice 5-model strong counter-charge unit should anything want to get close to that firebase. <br /> <br /> Will cost you 738 pts which is quite heavy but thats an insanely tough firebase. The seer-council has embolden, enhance and a <span class="glossaryitem" onmouseover='gp(221);'>SS</span> (Making it a totally diverse unit for added protection) costing 98pts for a good bodyguard unit. Will work fine with elrad too.<br /> <br /> OR get eldrad. Hes cheaper than two farseers and can guide both units & fortune one. (Or guide one and fortune both.. good when ur using the <span class="glossaryitem" onmouseover='gp(461);'>EML</span> plasma missile which scatter making a re-roll less useful). He'll live longer. Without the seer-squad itll cost you 600pts. (180+210+210) leaving you one heavy support & <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> slot free.<br /> Requires you to keep the two units close.  <br /> <br /> Oh yeah, six bs3 with a re-roll krak missile will put Alot of hurt in alot of sqauds/units. Tanks, <span class="glossaryitem" onmouseover='gp(93);'>MC</span>'s, nobz/multi-wound T4 models.. The 6 <span class="glossaryitem" onmouseover='gp(123);'>str</span> 4 <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 4 pinning blast templates, I think, are comparable to 24 <span class="glossaryitem" onmouseover='gp(123);'>str</span> 6 <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 6 shots. Especially due to the added range. ]]></description>
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				<pubDate><![CDATA[Tue, 10 Feb 2009 22:49:58]]> GMT</pubDate>
				<author><![CDATA[ Razerous]]></author>
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				<title>Re:Eldar War Walkers and 48 shots a turn that reroll to hit ?? </title>
				<description><![CDATA[ <blockquote><div><cite>Razerous wrote:</cite>Stick them in cover & suddenly youve got a 4+ re-rollable save. </div></blockquote><br /> <br /> Although there's nothing wrong with this from a mechanics perspective, you need some seriously funky terrain or super tall models to give War Walkers a cover save.  It's not half of the model, it's half of the torso/cockpit.  And this is on a model that's 75% legs.]]></description>
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				<pubDate><![CDATA[Tue, 10 Feb 2009 22:58:43]]> GMT</pubDate>
				<author><![CDATA[ sourclams]]></author>
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				<title>Re:Eldar War Walkers and 48 shots a turn that reroll to hit ?? </title>
				<description><![CDATA[ <blockquote><div><cite>sourclams wrote:</cite><blockquote><div><cite>Razerous wrote:</cite>Stick them in cover & suddenly youve got a 4+ re-rollable save. </div></blockquote><br /> <br /> Although there's nothing wrong with this from a mechanics perspective, you need some seriously funky terrain or super tall models to give War Walkers a cover save.  It's not half of the model, it's half of the torso/cockpit.  And this is on a model that's 75% legs.</div></blockquote><br /> <br /> Cool Cool..<br /> <br /> Where are the rules to back this claim up? ]]></description>
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				<pubDate><![CDATA[Tue, 10 Feb 2009 23:04:38]]> GMT</pubDate>
				<author><![CDATA[ Razerous]]></author>
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				<title>Eldar War Walkers and 48 shots a turn that reroll to hit ?? </title>
				<description><![CDATA[ Even if that were true (which is isn't) just stick them behind a wave serpent, and it gives them cover while allowing them to shoot pretty handily.]]></description>
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				<pubDate><![CDATA[Tue, 10 Feb 2009 23:48:44]]> GMT</pubDate>
				<author><![CDATA[ willydstyle]]></author>
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				<title>Re:Eldar War Walkers and 48 shots a turn that reroll to hit ?? </title>
				<description><![CDATA[ Its not true. A war-walker is a walker. A walker is a vehicle. Ive checked the walker section & theres nothing about cover there. I checked the vehicle section & it mentions 50% cover is nessicary for a concealed result. <br /> <br /> Thats totally doable.<br /> <br /> Legs count. <br /> <br /> Dont worry about the wave-serpent, that war-walker squad is practically self-sufficient. ]]></description>
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				<pubDate><![CDATA[Wed, 11 Feb 2009 00:54:24]]> GMT</pubDate>
				<author><![CDATA[ Razerous]]></author>
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				<title>Eldar War Walkers and 48 shots a turn that reroll to hit ?? </title>
				<description><![CDATA[ My army always contains a squad of 3 war walkers with scatter lasers and they are almost always backed up by a guide farseer.  Sometimes I'll give him fortune too, but if you keep the walkers back and have other units move forward, their range will normally keep them fairly safe.<br /> <br /> If you are going to run 2 units, I would recommend using eldrad (as much as I hate to say it) since he is only marginally more expensive and does the work of 2 farseers (and then some) while only sucking up 1 <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> slot.<br /> <br /> If you are concerned about their survival (and they are really not as frail as most people make them out to be), then you can arm one unit with missile launchers.  When they fire frag, guide isn't really necessary for them.  This will free up Eldrad to guide the scatter laser squad and then fortune both units.  On rounds where the missile launchers are going to want to fire krak missiles, you can forgo fortune on which ever squad is less likely to be shot and guide both or skip the guide on the scatter lasers if both squads look like they'll be in danger.<br /> <br /> In addition, with this much fire power in your back field, you shouldn't have to worry about getting assaulted.  Vanguard are the only thing I can think of that could possibly get into assault with these units if you deploy correctly.  Everything else is just going to die on the way in.]]></description>
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				<pubDate><![CDATA[Wed, 11 Feb 2009 17:58:40]]> GMT</pubDate>
				<author><![CDATA[ Phoenix]]></author>
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				<title>Eldar War Walkers and 48 shots a turn that reroll to hit ?? </title>
				<description><![CDATA[  I think one squad of 3 ought to do it seems like a pretty powerf firebase.<br /> <br /> <br /> Looking at the physical models ; wraigth guard do seem tall enough to screen a war walker ; my problem is spending that much for a xcreen and they only have 12 inch range. I dunno]]></description>
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				<pubDate><![CDATA[Thu, 12 Feb 2009 09:10:49]]> GMT</pubDate>
				<author><![CDATA[ Hollismason]]></author>
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				<title>Eldar War Walkers and 48 shots a turn that reroll to hit ?? </title>
				<description><![CDATA[ <blockquote><div><cite>Hollismason wrote:</cite>Looking at the physical models ; wraigth guard do seem tall enough to screen a war walker ; my problem is spending that much for a xcreen and they only have 12 inch range. I dunno</div></blockquote><br /> <br /> There isn't much point in getting a unit to screen war walkers.  They have long range weapons and they can move and fire.  Just leave them in yoru back field in cover.  No need to have a screening unit around to allow them to walk out of cover.  Really, after deployment, they shouldn't have to move around much for most of the game.]]></description>
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				<pubDate><![CDATA[Fri, 13 Feb 2009 20:30:16]]> GMT</pubDate>
				<author><![CDATA[ Phoenix]]></author>
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				<title>Eldar War Walkers and 48 shots a turn that reroll to hit ?? </title>
				<description><![CDATA[ How does people make 3x3 units of Walkers work? It is impossible to guide all 9, isn't it?<br /> <br /> Is it any use for nine Walkers?]]></description>
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				<pubDate><![CDATA[Sat, 21 Feb 2009 22:37:22]]> GMT</pubDate>
				<author><![CDATA[ Ky'Alur]]></author>
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				<title>Eldar War Walkers and 48 shots a turn that reroll to hit ?? </title>
				<description><![CDATA[ Ky'Alur:<br /> <br /> It's not impossible if you take Eldrad and another Farseer, for three Guides.]]></description>
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				<pubDate><![CDATA[Sat, 21 Feb 2009 23:22:30]]> GMT</pubDate>
				<author><![CDATA[ Nurglitch]]></author>
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				<title>Eldar War Walkers and 48 shots a turn that reroll to hit ?? </title>
				<description><![CDATA[ <blockquote><div><cite>Nurglitch wrote:</cite>Ky'Alur:<br /> <br /> It's not impossible if you take Eldrad and another Farseer, for three Guides.</div></blockquote><br /> <br /> Thanks Nurglitch! Why didn't I saw that? <img src="/s/i/a/504660322487159bb25fddaa475847a6.gif" border="0"><br /> <br /> Ok, so there's a way of doing it, but...<br /> <br /> Is it useful? Does it work? Is it something common to see?  <img src="/s/i/a/8f7b3f87df347f2cf6c1e7d5e119a067.gif" border="0"> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 22 Feb 2009 00:42:54]]> GMT</pubDate>
				<author><![CDATA[ Ky'Alur]]></author>
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