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		<title><![CDATA[Latest posts for the thread "Storm Guardians, worthwhile or not?"]]></title>
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				<title>Storm Guardians, worthwhile or not?</title>
				<description><![CDATA[ Just as the title says? Your views on the usability of the unit.<br /> <br /> I've seen a lot of people down playing them while others like them. I know where I stand on this one but would like to hear what everyone elses thoughts are and why.]]></description>
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				<pubDate><![CDATA[Sun, 15 Mar 2009 18:08:26]]> GMT</pubDate>
				<author><![CDATA[ focusedfire]]></author>
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				<title>Storm Guardians, worthwhile or not?</title>
				<description><![CDATA[ Well, my mech Eldar army usually contains one unit of Storm Guardians with flamers plus a Warlock with destructor, mounted in a Serpent.<br /> But never leave it unsupported. In a coordinated strike this unit is really useful. <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">]]></description>
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				<pubDate><![CDATA[Sun, 15 Mar 2009 18:10:44]]> GMT</pubDate>
				<author><![CDATA[ wuestenfux]]></author>
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				<title>Storm Guardians, worthwhile or not?</title>
				<description><![CDATA[ How do you support this unit? <span class="glossaryitem" onmouseover='gp(57);'>HS</span>,Wave serp, another shooty squad, or elite <span class="glossaryitem" onmouseover='gp(58);'>HtH</span> units?<br /> I know what I've been doing but don't want to influence other posters this early in the thread.]]></description>
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				<pubDate><![CDATA[Sun, 15 Mar 2009 18:19:48]]> GMT</pubDate>
				<author><![CDATA[ focusedfire]]></author>
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				<title>Storm Guardians, worthwhile or not?</title>
				<description><![CDATA[ <blockquote><div><cite>focusedfire wrote:</cite>How do you support this unit? <span class="glossaryitem" onmouseover='gp(57);'>HS</span>,Wave serp, another shooty squad, or elite <span class="glossaryitem" onmouseover='gp(58);'>HtH</span> units?<br /> I know what I've been doing but don't want to influence other posters this early in the thread.</div></blockquote><br /> Well, I usually field a Seer Council in a Serpent and two <span class="glossaryitem" onmouseover='gp(25);'>DA</span> squads in Serpents; three troop units in total.. <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">]]></description>
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				<pubDate><![CDATA[Sun, 15 Mar 2009 18:32:49]]> GMT</pubDate>
				<author><![CDATA[ wuestenfux]]></author>
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				<title>Storm Guardians, worthwhile or not?</title>
				<description><![CDATA[ I think they the only time they make up there points is in 3+ groups of 10 supported by a avatar.]]></description>
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				<pubDate><![CDATA[Sun, 15 Mar 2009 18:34:23]]> GMT</pubDate>
				<author><![CDATA[ Clthomps]]></author>
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				<title>Storm Guardians, worthwhile or not?</title>
				<description><![CDATA[ <blockquote><div><cite>Clthomps wrote:</cite>I think they the only time they make up there points is in 3+ groups of 10 supported by a avatar.</div></blockquote><br /> Guardian Defenders would be my choice for accompanying an Avatar. <br /> Guardians are very vulnerable to blast weapons so that I protect them by a Serpent.<br /> Its a cheap unit that can fill gaps in the combat line. <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">]]></description>
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				<pubDate><![CDATA[Sun, 15 Mar 2009 18:37:30]]> GMT</pubDate>
				<author><![CDATA[ wuestenfux]]></author>
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				<title>Storm Guardians, worthwhile or not?</title>
				<description><![CDATA[ They're one of those units that looks a bit rubbish on paper but seems to overperform in reality. I've taken them in a <span class="glossaryitem" onmouseover='gp(149);'>WS</span> quite a few times now because:<br /> <br /> a) It's a scoring unit (and by god do us eldar players need them).<br /> b) They're cheap.<br /> c) Almost everyone thinks they're rubbish and ignores them while they craftily steal objectives or tie up depleted units for a couple of turns.]]></description>
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				<pubDate><![CDATA[Sun, 15 Mar 2009 18:48:34]]> GMT</pubDate>
				<author><![CDATA[ J.Black]]></author>
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				<title>Storm Guardians, worthwhile or not?</title>
				<description><![CDATA[ I have moved this thread to the tactics forum.]]></description>
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				<pubDate><![CDATA[Sun, 15 Mar 2009 19:02:19]]> GMT</pubDate>
				<author><![CDATA[ Kilkrazy]]></author>
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				<title>Re:Storm Guardians, worthwhile or not?</title>
				<description><![CDATA[ Guardains + <span class="glossaryitem" onmouseover='gp(461);'>eml</span> sitting outside a dedicated <span class="glossaryitem" onmouseover='gp(126);'>TL</span>-<span class="glossaryitem" onmouseover='gp(461);'>EML</span> + shuriken cannon serpent. Engage at range and stay at range. Hope in and storm off with star engines is anything gets too close or the guardains are taking too many casulties.<br /> <br /> In response to the <span class="glossaryitem" onmouseover='gp(280);'>OP</span>, A completely opposed tactic is the aforementione 2x flamers + destructor all mounted in a similiar equipped wave serpent for close ranged flamey death. 12 models + a warlocks <span class="glossaryitem" onmouseover='gp(82);'>LD</span> should be able to stay in the fights (morale checks wise) for a decent amount of time. ]]></description>
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				<pubDate><![CDATA[Sun, 15 Mar 2009 19:18:49]]> GMT</pubDate>
				<author><![CDATA[ Razerous]]></author>
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				<title>Storm Guardians, worthwhile or not?</title>
				<description><![CDATA[ I don't play eldar but the times I have gone up against this unit is does far better than what most people would expect. One big squad in a serpent with a warlock is enough. Flamers and destructor really help them when charging a big/resilient unit.<br /> <br /> G]]></description>
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				<pubDate><![CDATA[Sun, 15 Mar 2009 19:31:39]]> GMT</pubDate>
				<author><![CDATA[ Black Blow Fly]]></author>
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				<title>Re:Storm Guardians, worthwhile or not?</title>
				<description><![CDATA[ How about a unit of 10 led by a warlock and accompanied by a Banshee-mask-wearing Autarch? That is potentially quite powerful on the charge, especially against low <span class="glossaryitem" onmouseover='gp(82);'>LD</span> opposition.]]></description>
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				<pubDate><![CDATA[Sun, 15 Mar 2009 19:40:33]]> GMT</pubDate>
				<author><![CDATA[ Fifty]]></author>
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				<title>Storm Guardians, worthwhile or not?</title>
				<description><![CDATA[ That's not a bad idea Fifty. 'Specially if you give the Autarch a power weapon <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> My only problem with it is that guardians should always be supporting something bigger and nastier like an Avatar or some harlequins. Not sure i'd want to attach my <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> to something that will die easily if alot of attention gets focussed on it.<br /> <br /> EDIT: Amusingly, that was my fiftieth post and i'm now a 'storming storm guardian'. Clearly my fate runes are functioning at maximum efficiency <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Sun, 15 Mar 2009 19:50:11]]> GMT</pubDate>
				<author><![CDATA[ J.Black]]></author>
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				<title>Storm Guardians, worthwhile or not?</title>
				<description><![CDATA[ I second JB's opinion that the Autarch can eventually be in danger when she's joining Storm Guardians.<br /> <br /> What I did in the <span class="glossaryitem" onmouseover='gp(48);'>GT</span> final was to let Yriel ride with the Storm Guardians. After disembarking he took on a squad separately. <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">]]></description>
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				<pubDate><![CDATA[Sun, 15 Mar 2009 19:59:22]]> GMT</pubDate>
				<author><![CDATA[ wuestenfux]]></author>
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				<title>Storm Guardians, worthwhile or not?</title>
				<description><![CDATA[ I have been using Stormies ever since 3rd in my Ulthwe force (back when they didn't amke the models and you had to convert them yourself) and have always found them useful.  Sure, they are not the "W5 I5 for only 8 points" powerhouses that they used to be in the Ulthwe list, but they are still great.<br /> <br /> Now I use them like most folks...2 flamers + Warlock destructor in a <span class="glossaryitem" onmouseover='gp(149);'>WS</span>.  They are a cheap scoring unit that can take objectives EASILY in the end game.  2 flamers + Destuctor on a Doomed unit is always fun! <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> As for support?  If I think they need it, I also have a Council in <span class="glossaryitem" onmouseover='gp(149);'>WS</span>, Dragons in a <span class="glossaryitem" onmouseover='gp(149);'>WS</span>, and Jetbikes that can lend a hand.  But, unless their <span class="glossaryitem" onmouseover='gp(149);'>WS</span> is shot out from underneath them, I never need to support them.  They either sit in the <span class="glossaryitem" onmouseover='gp(149);'>WS</span> and take an objective that way, or hop out and burn the enemy on the objective on turn 5, thus taking it from them.]]></description>
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				<pubDate><![CDATA[Sun, 15 Mar 2009 20:58:14]]> GMT</pubDate>
				<author><![CDATA[ Alerian]]></author>
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				<title>Storm Guardians, worthwhile or not?</title>
				<description><![CDATA[ <blockquote><div><cite>Kilkrazy wrote:</cite>I have moved this thread to the tactics forum.</div></blockquote><br /> <br /> off-topic<br /> @Kk-Thank you Kilkrazy, I flipped a coin on discussions vs tactics because there was room for a lot of non-tactic based opinion in the format I set for this thread.<br /> <br /> <br /> <br /> On-topic<br /> <br /> Some very interesting ideas here. especially on timing. I feel that the Eldar are the most tempo sensitive army in <span class="glossaryitem" onmouseover='gp(3);'>40K</span>.<br /> <br /> Now I've been running 2 squads of storms in an ulthwe themed list and I like the results so far. I'm running enhanced locks and one flamer and one fusion squad both in Wave Serps.(sometimes I'll run them both with the same special weapons). My other troop is a 9 strong Jetbike squad thats led by a Jetseer w/guide for the 3 shuricannons. Rest of the army is doom/guideseer council in a falcon, 2 prisms, and 2 shuricannon vypers that provide cover for the jetbikes.<br /> <br /> I'm finding that when backed up by a doom/guideseer w/council the storms are really effective as long as you bring tough squads(<span class="glossaryitem" onmouseover='gp(119);'>SM</span>) down to about half strength.]]></description>
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				<pubDate><![CDATA[Sun, 15 Mar 2009 23:04:09]]> GMT</pubDate>
				<author><![CDATA[ focusedfire]]></author>
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				<title>Storm Guardians, worthwhile or not?</title>
				<description><![CDATA[ <blockquote><div><cite>focusedfire wrote:</cite><br /> Some very interesting ideas here. especially on timing. I feel that the Eldar are the most tempo sensitive army in <span class="glossaryitem" onmouseover='gp(3);'>40K</span>.<br /> </div></blockquote><br /> <br /> <span class="glossaryitem" onmouseover='gp(267);'>QFT</span><br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 15 Mar 2009 23:55:50]]> GMT</pubDate>
				<author><![CDATA[ J.Black]]></author>
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				<title>Storm Guardians, worthwhile or not?</title>
				<description><![CDATA[ As one of the few eldar units that have access to melta weapons they make a decent objective holder against last turn tank shocks. Cheap enough that if they don't see too much action you haven't wasted a lot of points.<br /> <br /> kh<br /> ]]></description>
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				<pubDate><![CDATA[Mon, 16 Mar 2009 07:03:52]]> GMT</pubDate>
				<author><![CDATA[ kid_happy]]></author>
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				<title>Storm Guardians, worthwhile or not?</title>
				<description><![CDATA[ <blockquote><div><cite>focusedfire wrote:</cite>I'm finding that when backed up by a doom/guideseer w/council the storms are really effective as long as you bring tough squads(<span class="glossaryitem" onmouseover='gp(119);'>SM</span>) down to about half strength.</div></blockquote><br /> You might want to take a gander at <a href="http://www.dakkadakka.com/dakkaforum/posts/list/233290.page">this</a> thread.  It's got me rethinking my farseer usage a bit - being unable to guide the contents of waveserpents from afar is going to force reconsideration.]]></description>
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				<pubDate><![CDATA[Mon, 16 Mar 2009 07:34:50]]> GMT</pubDate>
				<author><![CDATA[ Janthkin]]></author>
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				<title>Storm Guardians, worthwhile or not?</title>
				<description><![CDATA[ Do not use fusion guns with Storm Guard. In doing so you cross their functions, making them do something they're not good at (vehicle hunting) while distracting from their strength (tons of low-strength attacks and multiple cheap flamers). If you want to defend vs. tank shock, the Warlock's witchblade is plenty of protection- skip the fusion guns. If you're hunting vehicles, use Dragons, Warlocks, even Spiders or bikes- but not Guardians. End of story.<br /> <br /> As others have said here, Storm Guard make a great cheap objective-grabber, especially in mech setups where the rest of your infantry are Aspect warriors (busy doing useful Aspect Warrior tasks). The 3-flamer configuration is good at clearing objectives, which you can then occupy and hunker down. Being Guardians, they're fragile- but in mech all your troops are usually fragile, and you'll be depositing them around the objectives at the last moment if you're good.<br /> <br /> I wouldn't run Storm Guard in a footslogging list if I had a choice, even with the Avatar. Better to use Defenders as others have said, getting those heavy weapons in there.<br /> <br /> Finally, with the advent of a very nasty-looking <span class="glossaryitem" onmouseover='gp(69);'>IG</span> codex Storm Guard may eclipse Scorpions as the Guard-killer of choice. AP3 hellguns could mean some very dead Scorps after they slaughter one Guard unit. Stormies will still kick <span class="glossaryitem" onmouseover='gp(69);'>IG</span> butt, but when charging multiple units they will probably take 2 combat turns to do so (and be much less of a loss if they do get rapid-fired to death than Scorps would be).<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 16 Mar 2009 07:46:12]]> GMT</pubDate>
				<author><![CDATA[ Savnock]]></author>
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				<title>Storm Guardians, worthwhile or not?</title>
				<description><![CDATA[ I've used the fusions with some success to kill certain annoying multi-wound creatures. Also they pay for themselves in dead <span class="glossaryitem" onmouseover='gp(388);'>SMs</span>. It really depends on how casual of a game it is. If its tourny then a squad of each.<br /> <br /> I don't think the guide ruling is as bad as everyone thinks. Seriously, who are they going to shoot while still in the vehicle? I'm pretty sure you can unload them befor casting guide.<br /> <br /> Snavock, I like your point about the Guard killers. I think a Dire Avenger Storm Guard list would really do a number in this situation.]]></description>
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				<pubDate><![CDATA[Mon, 16 Mar 2009 08:15:53]]> GMT</pubDate>
				<author><![CDATA[ focusedfire]]></author>
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				<title>Storm Guardians, worthwhile or not?</title>
				<description><![CDATA[ <a href="http://www.dakkadakka.com/dakkaforum/posts/list/232224.page" target="_blank" rel="nofollow">http://www.dakkadakka.com/dakkaforum/posts/list/232224.page</a><br /> <br /> This thread discusses storm guardians in a mech list with flamers and a destructor-lock.]]></description>
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				<pubDate><![CDATA[Mon, 16 Mar 2009 14:47:20]]> GMT</pubDate>
				<author><![CDATA[ whitedragon]]></author>
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				<title>Storm Guardians, worthwhile or not?</title>
				<description><![CDATA[ <blockquote><div><cite>focusedfire wrote:</cite>I don't think the guide ruling is as bad as everyone thinks. Seriously, who are they going to shoot while still in the vehicle? I'm pretty sure you can unload them befor casting guide.</div></blockquote><br /> Eldar psychic powers are used at the beginning of the turn, before any units move.  No, you can't get out of your waveserpent first.]]></description>
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				<pubDate><![CDATA[Mon, 16 Mar 2009 15:05:04]]> GMT</pubDate>
				<author><![CDATA[ Janthkin]]></author>
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				<title>Storm Guardians, worthwhile or not?</title>
				<description><![CDATA[ I've never seen my storm guardians do anything but die in an assault, even when outnumbering their opponents 2:1.  When I feel like I have to assault with a guardian unit I go with defenders.<br /> <br /> Storm guardians: 1 Shuriken shot S4 AP5 3 <span class="glossaryitem" onmouseover='gp(19);'>CC</span> attacks S3 (on the charge)<br /> <br /> Guardian Defender: 2 Shuriken Shots S4 AP5 2 <span class="glossaryitem" onmouseover='gp(19);'>CC</span> attacks S3 (on the charge).<br /> <br /> In essence you trade a S3 no <span class="glossaryitem" onmouseover='gp(6);'>AP</span> attack for a S4 AP5 attack.  Since storm guardians are about the only assault troops without grenades, and can't get help from the autarch anymore, then charging anyone in cover is useless.<br /> <br /> The only thing Stormies have going for them is the ability to take flamers (1 of only 4 units in the Eldar army by my qhuck mental tally).  Otherwise, the defender squad is always better.<br /> <br /> (unless ironically you GET charged in which case the assault unit was better <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">.  With the change to pistols always being 1 shot in 5th the defenders are always better now).<br /> <br /> Oh, there is another thing that makes storm guardians useful...they look cool.  That's why I keep trying to use mine, and they still don't do as well as Defenders.<br /> ]]></description>
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				<pubDate><![CDATA[Mon, 16 Mar 2009 16:24:41]]> GMT</pubDate>
				<author><![CDATA[ Kyrolon]]></author>
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				<title>Storm Guardians, worthwhile or not?</title>
				<description><![CDATA[ hehe...none of us who use Stormies ever said to assault anything with them...<br /> <br /> We said that we take them for 2 flamers + destructor in a <span class="glossaryitem" onmouseover='gp(149);'>WS</span>.  They are cheap, can score, can hide in a <span class="glossaryitem" onmouseover='gp(149);'>WS</span>, and can hop out and fry stuff in the late game..even better with Doom! <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Mon, 16 Mar 2009 17:20:20]]> GMT</pubDate>
				<author><![CDATA[ Alerian]]></author>
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				<title>Storm Guardians, worthwhile or not?</title>
				<description><![CDATA[ I can see that working alerian, but the Defenders can have the same warlock, and at that range they are in shuricat range too, doubling the shots from the rest of the unit vs the pistols.  Add in a cheap shuriken cannon and you have a decent unit, especially if the farseer rides along to guide/doom.  <br /> <br /> Part of this may be a side effect of the meta game around here.  I've never seen an opponent run units in the close proximity I've seen in batrep pictures here and on other sites.  They are almost always at max coherency range.  That really cuts back on the effectiveness of flamers (2-3 under the template vs 5-7).  If you play in an area where your opponents run around packed together, then the 2 flamers are probably better.<br /> ]]></description>
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				<pubDate><![CDATA[Mon, 16 Mar 2009 17:31:03]]> GMT</pubDate>
				<author><![CDATA[ Kyrolon]]></author>
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				<title>Storm Guardians, worthwhile or not?</title>
				<description><![CDATA[ DOUBLE POST!]]></description>
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				<pubDate><![CDATA[Mon, 16 Mar 2009 20:20:00]]> GMT</pubDate>
				<author><![CDATA[ whitedragon]]></author>
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				<title>Re:Storm Guardians, worthwhile or not?</title>
				<description><![CDATA[ 5th edition tank shock works really well for bunching up units.]]></description>
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				<pubDate><![CDATA[Mon, 16 Mar 2009 20:20:18]]> GMT</pubDate>
				<author><![CDATA[ whitedragon]]></author>
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				<title>Storm Guardians, worthwhile or not?</title>
				<description><![CDATA[ @Savnock - I don't see fusions guns as mixing their utility. I use mine to grab and hold an objective, usually in my backcourt. They don't go out to hunt  the tanks, I have <span class="glossaryitem" onmouseover='gp(464);'>FD</span> or <span class="glossaryitem" onmouseover='gp(225);'>WG</span> for that, if the tanks are that threatening...<br /> <br /> The Witchblade is nice on vehicle but in a Death or Glory attack the front <span class="glossaryitem" onmouseover='gp(9);'>AV</span> is used so usually a <span class="glossaryitem" onmouseover='gp(123);'>str</span> 9 vs 12+ <span class="glossaryitem" onmouseover='gp(9);'>AV</span> compared to the <span class="glossaryitem" onmouseover='gp(123);'>str</span> 8+<span class="glossaryitem" onmouseover='gp(1);'>2d6</span> auto with the +1 to the damage table. If the guardian dies than on my turn I get the witchblade on the rear armour (+another melta attack).<br /> <br /> I don't really send my guardians out by themselves. I place the objective in some cover and if my opponent wants to deal with them, it'll cost some long range fire or an assault unit. Long range fire? I go to ground for the 3+ save. Assaulting units? I run <span class="glossaryitem" onmouseover='gp(149);'>WS</span> and outflanking scorpions so the guardians have some company. <br /> <br /> Basically, I use the Storms the same as my grots. Just the Storms can't be pushed of my objective as easily.<br /> <br /> <span class="glossaryitem" onmouseover='gp(274);'>YMMV</span><br /> <br /> cheers!]]></description>
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				<pubDate><![CDATA[Mon, 16 Mar 2009 20:32:51]]> GMT</pubDate>
				<author><![CDATA[ kid_happy]]></author>
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				<title>Storm Guardians, worthwhile or not?</title>
				<description><![CDATA[ <blockquote><div><cite>Kyrolon wrote:</cite>I can see that working alerian, but the Defenders can have the same warlock, and at that range they are in shuricat range too, doubling the shots from the rest of the unit vs the pistols.  Add in a cheap shuriken cannon and you have a decent unit, especially if the farseer rides along to guide/doom.  <br /> </div></blockquote><br /> <br /> But...Defenders have to roll to hit, and don't ignore cover <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> Also, a cheap Gaurdian unit isn't the place that you usally want your Farseer.  There are far better places for him to be.<br /> <br /> Don't get me wrong, Defenders have a purpose, and that is, dare I say....defending.  However, if you are trying to take objectives out of a <span class="glossaryitem" onmouseover='gp(149);'>WS</span>, Stormies beat Defenders hands down.  Aslo, as it has been mentioned, if you use your <span class="glossaryitem" onmouseover='gp(149);'>WS</span> to tank shock the unit together, then Stormies can fry them easily.]]></description>
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				<pubDate><![CDATA[Mon, 16 Mar 2009 22:06:51]]> GMT</pubDate>
				<author><![CDATA[ Alerian]]></author>
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				<title>Storm Guardians, worthwhile or not?</title>
				<description><![CDATA[ <blockquote><div><cite>Janthkin wrote:</cite><blockquote><div><cite>focusedfire wrote:</cite>I don't think the guide ruling is as bad as everyone thinks. Seriously, who are they going to shoot while still in the vehicle? I'm pretty sure you can unload them befor casting guide.</div></blockquote><br /> Eldar psychic powers are used at the beginning of the turn, before any units move.  No, you can't get out of your waveserpent first.</div></blockquote><br /> <br /> Thanks for pointing that out. The <span class="glossaryitem" onmouseover='gp(36);'>faq</span> seems counter intuitive to the first paragraph of the Eldar psycher rules, but its an annoyance not so much of an army killer.<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 17 Mar 2009 00:01:22]]> GMT</pubDate>
				<author><![CDATA[ focusedfire]]></author>
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				<title>Storm Guardians, worthwhile or not?</title>
				<description><![CDATA[ <blockquote><div><cite>Alerian wrote:</cite><blockquote><div><cite>Kyrolon wrote:</cite>I can see that working alerian, but the Defenders can have the same warlock, and at that range they are in shuricat range too, doubling the shots from the rest of the unit vs the pistols.  Add in a cheap shuriken cannon and you have a decent unit, especially if the farseer rides along to guide/doom.  <br /> </div></blockquote><br /> <br /> But...Defenders have to roll to hit, and don't ignore cover <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> Also, a cheap Gaurdian unit isn't the place that you usally want your Farseer.  There are far better places for him to be.<br /> <br /> Don't get me wrong, Defenders have a purpose, and that is, dare I say....defending.  However, if you are trying to take objectives out of a <span class="glossaryitem" onmouseover='gp(149);'>WS</span>, Stormies beat Defenders hands down.  Aslo, as it has been mentioned, if you use your <span class="glossaryitem" onmouseover='gp(149);'>WS</span> to tank shock the unit together, then Stormies can fry them easily.</div></blockquote><br /> <br /> All true, but then again I'd never send guardians against anything in cover.  No grenades anymore.  I see the point about tank shocking the unit together.  Sadly, I guess I cater to my opponents in that regard.  They'd stop playing me if I did that on a regular basis.  It's bad enough when I do it to take an objective to pull out a win after watching eldar die by the handful for 5 turns and finally landing with my one surviving scoring unit. (usually the one whose transport didn't die).  I swear my serpents are made of cursed wraithbone or something. <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">  As for the rest it's based soley on presonal experience.  My storm guardians (flamers and all) never manage to kill more than 1 or 2 people before dying.  The only army they make it into <span class="glossaryitem" onmouseover='gp(58);'>HTH</span> against in our group is marines, and the marine player just laughs and cuts them down.  The guard blow up the serpent before it gets there then drop a template on them.  I will agree that if the Stormies make it to a guard unit they will win.  Then again they cost a lot more since they need a serpent to get them there.  More than likely the rest of the platoon guns them down after the assault.<br /> <br /> As far as the seer with the guardians...I do it from time to time.  Not as much now though.  He used to get out along with the troops and let them run into assault if necessary after buffing them.  Since the only way to hide now is actually being in a unit, it's not such a good idea.<br /> <br /> Heck if the new codexes are any indicator the next incarntion of Stormies will cost 5 pts and come with Plasma and Krak. <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Tue, 17 Mar 2009 00:07:56]]> GMT</pubDate>
				<author><![CDATA[ Kyrolon]]></author>
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				<title>Storm Guardians, worthwhile or not?</title>
				<description><![CDATA[ Man, if only the coolness-appearance-factor actually had a rules effect. Stormies (especially Matrixed-out ninja space Elf Stormies) would kick disproportionate squat-legged Marine butt right and left.]]></description>
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				<pubDate><![CDATA[Tue, 17 Mar 2009 04:05:39]]> GMT</pubDate>
				<author><![CDATA[ Savnock]]></author>
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				<title>Storm Guardians, worthwhile or not?</title>
				<description><![CDATA[ <blockquote><div><cite>Savnock wrote:</cite>Man, if only the coolness-appearance-factor actually had a rules effect. Stormies (especially Matrixed-out ninja space Elf Stormies) would kick disproportionate squat-legged Marine butt right and left.</div></blockquote><br /> <br /> <span class="glossaryitem" onmouseover='gp(267);'>QFT</span><br /> <br /> <br /> I've found that the storms do OK when you weaken the <span class="glossaryitem" onmouseover='gp(119);'>SM</span> squad with doom and get them down to 4 or 5 models before assaulting with the enhance lock or the destructorlock.]]></description>
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				<pubDate><![CDATA[Tue, 17 Mar 2009 08:33:30]]> GMT</pubDate>
				<author><![CDATA[ focusedfire]]></author>
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				<title>Storm Guardians, worthwhile or not?</title>
				<description><![CDATA[ I think the problem with storm guardians is that people see them as the <span class="glossaryitem" onmouseover='gp(19);'>CC</span> alternative to defenders, but at their core they are still a shooting unit because of their weapon options.  If you don't try to use them in assault except when absolutely necessary, you won't be disappointed by them.]]></description>
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				<pubDate><![CDATA[Tue, 17 Mar 2009 09:26:23]]> GMT</pubDate>
				<author><![CDATA[ willydstyle]]></author>
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				<title>Storm Guardians, worthwhile or not?</title>
				<description><![CDATA[ <blockquote><div><cite>willydstyle wrote:</cite>I think the problem with storm guardians is that people see them as the <span class="glossaryitem" onmouseover='gp(19);'>CC</span> alternative to defenders, but at their core they are still a shooting unit because of their weapon options.  If you don't try to use them in assault except when absolutely necessary, you won't be disappointed by them.</div></blockquote><br /> <br /> <span class="glossaryitem" onmouseover='gp(267);'>QFT</span><br /> I try to think of them as really cheap, scoring Dominion Squads...only cooler, cuz well...they are Eldar after all <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><br /> ]]></description>
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				<pubDate><![CDATA[Tue, 17 Mar 2009 17:34:01]]> GMT</pubDate>
				<author><![CDATA[ Alerian]]></author>
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				<title>Storm Guardians, worthwhile or not?</title>
				<description><![CDATA[ They should never be anything but cheap scoring squads. They can bolster an assault, or inflict a little damage but should never be frontline. At least until 2 years from now when the new codex makes them irrelevant and we won't feel compelled to take them anymore (crosses fingers).]]></description>
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				<pubDate><![CDATA[Tue, 17 Mar 2009 23:15:14]]> GMT</pubDate>
				<author><![CDATA[ J.Black]]></author>
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				<title>Storm Guardians, worthwhile or not?</title>
				<description><![CDATA[ <blockquote><div><cite>J.Black wrote:</cite>They should never be anything but cheap scoring squads. They can bolster an assault, or inflict a little damage but should never be frontline. At least until 2 years from now when the new codex makes them irrelevant and we won't feel compelled to take them anymore (crosses fingers).</div></blockquote><br /> <br /> Or even better, they drop them down to the 5-6 point range, where they should be, and thus become more useable.]]></description>
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				<pubDate><![CDATA[Tue, 17 Mar 2009 23:45:21]]> GMT</pubDate>
				<author><![CDATA[ Alerian]]></author>
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				<title>Storm Guardians, worthwhile or not?</title>
				<description><![CDATA[ Or they should reflect the fluff and go up to <span class="glossaryitem" onmouseover='gp(14);'>bs</span> 4 and be equipped with some type of grenade for the same points.<br /> <br /> I'm still of the opinion that a warrior society that its citizens live for thousands of years  and constantly step-up to serve are going to at least shoot well.]]></description>
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				<pubDate><![CDATA[Wed, 18 Mar 2009 04:43:44]]> GMT</pubDate>
				<author><![CDATA[ focusedfire]]></author>
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				<title>Storm Guardians, worthwhile or not?</title>
				<description><![CDATA[ The thing is that <span class="glossaryitem" onmouseover='gp(14);'>BS</span>/<span class="glossaryitem" onmouseover='gp(149);'>WS</span> 3 represents a well-trained soldier.  Guardsmen are bad ass, they just aren't as bad ass as super-humans, which space marines and aspect warriors represent.<br /> <br /> Guardians are just fine at <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 3 fluffwise, I'm in the points-reduction camp.]]></description>
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				<pubDate><![CDATA[Wed, 18 Mar 2009 06:25:48]]> GMT</pubDate>
				<author><![CDATA[ willydstyle]]></author>
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				<title>Storm Guardians, worthwhile or not?</title>
				<description><![CDATA[ I can see your point. I just think that living for thousands of years is kinda..well.. super-humanoid-ish?<br /> <br /> The <span class="glossaryitem" onmouseover='gp(14);'>bs</span> increase would also free up room in the psycher powers for some real nifty stuff.<br /> <br /> I'm also tired of people saying you can't do that because only the <span class="glossaryitem" onmouseover='gp(388);'>SMs</span> are that good.<img src="/s/i/a/934fe4f0c85983a716e6680a72065e99.gif" border="0"><br /> <br /> I feel thats a load of <span class="glossaryitem" onmouseover='gp(14);'>BS</span>(pun intended). Those are just excuses to keep the <span class="glossaryitem" onmouseover='gp(388);'>SMs</span> as always being near to top teir. <span class="glossaryitem" onmouseover='gp(388);'>SMs</span> are supposed to be the finest all-around warriors as in a Jack-of-all-trades way. Not the best at every single aspect of war kind of thing.<br /> <br /> Aspect warriors are supposed to be the best at any single aspect of war because of the path of the warrior, their long lives and because the basic eldar citizen is a very good starting point for making a warrior.<br /> <br /> Giving them <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 4 doesn't make them <span class="glossaryitem" onmouseover='gp(388);'>SMs</span>, closer to <span class="glossaryitem" onmouseover='gp(121);'>SoB</span> but even them their armor save is worse and the sisters have acts of faith that really they can kick in to really change an entire squad.<br /> <br /> I also think that they will need to improve and to drop in available numbers to reflect the effect that attrition has had on the race. To me that is my fluff reason for wanting the improvements.<br /> <br /> Sorry about the rant<img src="/s/i/a/504660322487159bb25fddaa475847a6.gif" border="0"><br /> <br /> Please, tell of how you would like to be able to use the storms if they were to be improved. Then any tricks that you've come up with would be appreciated.<br /> <br /> spelling edit]]></description>
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				<pubDate><![CDATA[Wed, 18 Mar 2009 06:47:55]]> GMT</pubDate>
				<author><![CDATA[ focusedfire]]></author>
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				<title>Storm Guardians, worthwhile or not?</title>
				<description><![CDATA[ But guardians are really not soldiers.  They're painters, and wraithbone sculptors and singers in the psychic choir back home.  They're the last line of defense when a craftworld is at its most desperate.  The fact that they're not actually trained soldiers, and yet they fight as well as a guarsman who actually <i>is</i> a trained soldier really does point to them as being "better than human."<br /> <br /> I think some good improvements to storm guardians would be plasma grenades... and maybe a better armor save, to represent the fact that they are throwing themselves recklessly into harms way by taking short-range-oriented weapons.<br /> <br /> I also think that the guardian defender should have defensive grenades and 18" range shuriken catapults, then you could give Dire Avengers a 24" range shuriken catapult, and it would really allow players to focus on the "shooting then dancing out of range" feel that a lot of Eldar have to me.]]></description>
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				<pubDate><![CDATA[Wed, 18 Mar 2009 06:52:39]]> GMT</pubDate>
				<author><![CDATA[ willydstyle]]></author>
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				<title>Storm Guardians, worthwhile or not?</title>
				<description><![CDATA[ Yet guardsmen with a little experience get bs4. <br /> <br /> If they won't up the <span class="glossaryitem" onmouseover='gp(14);'>bs</span> though then stop letting regular guardians pilot the falc, war walkers, and vypers.<br /> <br /> Why do the eldar not have an aspect dedicated to mechanized warfare? (Just a rhetorical question.)<br /> <br /> The assault2 24" range is a bit much for the avengers and they're doing pretty good as is.<br /> <br /> I keep looking at the new <span class="glossaryitem" onmouseover='gp(14);'>BS</span> chart and how it now goes up to 10 and think that <span class="glossaryitem" onmouseover='gp(50);'>GW</span> is gonna make some army benfit from that. If its not the eldar them maybe they'll drop the bs5 limit on Tau markerlights....<br /> <br /> Sorry, wandered off there for a sec..<br /> <br /> I like the idea of the plasma grenades and especially the improved armor. Just doesn't make sense to jeopardize you people that way when your race is dying off. Make it a 4+ save. Problem then is they become Tau-like. What to do?<br /> <br /> So anyone run a Ulthwe-esque storm guardian firepower army?<br /> <br /> If so, what are your tactics?]]></description>
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				<pubDate><![CDATA[Wed, 18 Mar 2009 07:20:03]]> GMT</pubDate>
				<author><![CDATA[ focusedfire]]></author>
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				<title>Storm Guardians, worthwhile or not?</title>
				<description><![CDATA[ Well, storm troopers are trained extensively in the Scholar Progentum, and veteran guardsmen are survivors... a trait which is rare in the Guard.  I wouldn't say they have "a little experience."  Their way of life is that of a warrior, much like an Eldar Aspect Warrior.  Guardians aren't warriors except in time of direst need.<br /> <br /> I only run one unit of storms (though I'm thinking of converting up another unit) but a friend of mine extensively used storm guardian squads with an Avatar.  He pretty much used them as units that followed the aspect warriors within the Avatar's fearless bubble.<br /> <br /> He liked large squads with fusion guns, a singing spear warlock with enhance.]]></description>
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				<pubDate><![CDATA[Wed, 18 Mar 2009 07:24:24]]> GMT</pubDate>
				<author><![CDATA[ willydstyle]]></author>
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				<title>Storm Guardians, worthwhile or not?</title>
				<description><![CDATA[ The point I was hinting at is that all of the vehicles are guardian crewed so the guardians aren't as part-time warrior as everyone tries to make them out to be.<img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> Working from that point you can see that they should be made better in the next codex. Just my opinion.<br /> <br /> <br /> You see, I'm running a jetseer(I know its not efficient but hes got guide and a singing spear) with a 9 strong guardian jetbike squad, to cheap shuricannon vypers to provide cover for the jetbikes. The there are 2 storm squads(Enhance or destructor warlock) in <span class="glossaryitem" onmouseover='gp(461);'>EML</span>/shuricannon equipped wave serps backed by 2 fire prisms. Running next to or in between the wave serps is a falcon with farseer(Doom/guide) and 4 locks.<br /> <br /> What tactics do you see for such a build?<br /> <br /> edit for sentence spacing]]></description>
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				<pubDate><![CDATA[Wed, 18 Mar 2009 07:40:58]]> GMT</pubDate>
				<author><![CDATA[ focusedfire]]></author>
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				<title>Storm Guardians, worthwhile or not?</title>
				<description><![CDATA[ I think Guide is less than optimal for your build (nothing bad about a jetseer though) as he can't guide units that are inside wave serpents (newest <span class="glossaryitem" onmouseover='gp(3);'>40k</span> <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> on <span class="glossaryitem" onmouseover='gp(50);'>GW</span>'s website) and the jetbikes are already twin-linked.<br /> <br /> I'd go with ONLY doom, or maybe doom/fortune (Ideal) because fortuned jetbikes are hardcore.<br /> <br /> I like the storms in the serpents... that's how I run mine, but I'd just go with two destructorlocks.  Enhance doesn't really make them that much better in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> in a lot of situations. If they had plasma grenades it would be worth it.<br /> <br /> The falcon farseer should have fortune as well, so he can fortune the falcon to make re-rollable cover saves, and so if the locks get out, they'll be half-way durable. Hmmm... on further consideration fortune <i>does</i> make Falcons much deadlier... but <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> you should just go with a small unit of dire avengers with that farseer, so you can have a cheap scoring unit in a durable vehicle, rather than a unit of warlocks you'll never want to disembark.]]></description>
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				<pubDate><![CDATA[Wed, 18 Mar 2009 07:49:04]]> GMT</pubDate>
				<author><![CDATA[ willydstyle]]></author>
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				<title>Storm Guardians, worthwhile or not?</title>
				<description><![CDATA[ The guide on the jetbikes makes the 3 shuricannons really rock. Especially agains <span class="glossaryitem" onmouseover='gp(119);'>SM</span> speeders and Rhinos.<br /> <br /> The fortune works but would guide work on the Tank? I play in a group with a lot of anti psyker armies. As long as I don't target them and passively boost my units it isn't much of a problem.]]></description>
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				<pubDate><![CDATA[Wed, 18 Mar 2009 07:58:50]]> GMT</pubDate>
				<author><![CDATA[ focusedfire]]></author>
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				<title>Storm Guardians, worthwhile or not?</title>
				<description><![CDATA[ Yeah, guide works on any Eldar units, tanks, walkers, etc.  <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> a falcon just lacks accuracy to be too deadly unless you cast guide on it.<br /> <br /> Shuriken Cannons are OK, but jetbikes aren't any tougher to kill than a space marine unless you fortune them.  Also, if you guide your falcon instead, then that will be a much more reliable rhino-buster because of superior range and strength.]]></description>
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				<pubDate><![CDATA[Wed, 18 Mar 2009 08:01:44]]> GMT</pubDate>
				<author><![CDATA[ willydstyle]]></author>
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				<title>Storm Guardians, worthwhile or not?</title>
				<description><![CDATA[ The Warlocks were  to join my Storms if I needed to ever assault anything. <br /> <br /> But I can see the benefit of sneaking an extra scoring unit into the list, too. Hmmm. Lots of stuff to think about.<br /> <br /> In case you couldn't tell, I've been playing Tau for a while and am finally getting to play with my wifes Eldar. She doesn't play but instead loves to paint. I love to play, assemble, and convert  but am nowhere as good as she is in painting. <br /> <br /> Back to the point, I'm just really starting to explore the Eldar in real game as opposed to just meta-gaming so it probably shows.<br /> <br />  I figure a month or two will tune me up and get me to where I'm not so much of a Tau playing Eldar. I'm also not running the Craftworld Army that I'd like because I just finished converting some key pieces and can't put them back together until she paints them, but she is of course tied up with finishing the Tau.<br /> <br /> I had to put a halt on purchases because of the backlog of unpainted pieces from getting good deals. You don't want to know the points totals but I will tell you that a friend of mine got out of the game and sold me around 3000 pts of eldar for 50 dollars.]]></description>
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				<pubDate><![CDATA[Wed, 18 Mar 2009 08:18:25]]> GMT</pubDate>
				<author><![CDATA[ focusedfire]]></author>
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				<title>Storm Guardians, worthwhile or not?</title>
				<description><![CDATA[ Well, if you feel like you need an assault unit... Guardians of any flavor are really not it.  I'd consider a nice beefy aspect warrior squad in a wave serpent: scorpions or banshees would be nice, I favor scorpions because they come out ahead on combat resolution against a wider variety of targets than banshees do.<br /> <br /> You are double-lucky to have a painting wife and a bunch of cheap models <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Wed, 18 Mar 2009 08:39:49]]> GMT</pubDate>
				<author><![CDATA[ willydstyle]]></author>
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				<title>Storm Guardians, worthwhile or not?</title>
				<description><![CDATA[ I miss the Codex: Craftworlds with Ulthwe black guardians!!!!!<br /> <br /> Im a fluff nut and i love my stormies]]></description>
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				<pubDate><![CDATA[Wed, 18 Mar 2009 08:57:38]]> GMT</pubDate>
				<author><![CDATA[ Squig_herder]]></author>
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				<title>Storm Guardians, worthwhile or not?</title>
				<description><![CDATA[ I have played Ulthwe since third, and as such I still run 4 guardian sqauds.  I have 2 Defender squads with <span class="glossaryitem" onmouseover='gp(219);'>SLs</span> that I use as a firebase (usually alongside <span class="glossaryitem" onmouseover='gp(477);'>WWs</span>).  Then I run 2 Stormie squads in <span class="glossaryitem" onmouseover='gp(149);'>WS</span>, with my Dragons and Council in WSs to clear the way for them.  The Stormies all get 2 flamers + destructor per squad.<br /> <br /> Now, back in 3rd, when they were Black Guardians, they got enhance and plasma/haywire grednades and destroyed units by being I5 WS5...but those days are long gone.]]></description>
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				<pubDate><![CDATA[Wed, 18 Mar 2009 12:41:47]]> GMT</pubDate>
				<author><![CDATA[ Alerian]]></author>
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				<title>Storm Guardians, worthwhile or not?</title>
				<description><![CDATA[ <blockquote><div><cite>willydstyle wrote:</cite>Well, if you feel like you need an assault unit... Guardians of any flavor are really not it.  I'd consider a nice beefy aspect warrior squad in a wave serpent: scorpions or banshees would be nice, I favor scorpions because they come out ahead on combat resolution against a wider variety of targets than banshees do.</div></blockquote><br /> <br /> The aspects are good but I'm trying to make a fluff list thats fairly competitive. Nothing like a win against the hypercompetitive withoput using a single aspect warrior and staying true to the codex fluff.<br /> <br /> <blockquote><div><cite>willydstyle wrote:</cite>You are double-lucky to have a painting wife and a bunch of cheap models <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"></div></blockquote><br /> <br /> <span class="glossaryitem" onmouseover='gp(267);'>QFT</span>,<br /> <br /> SSSHHH, Don't tell the dice gods but if I rolled 50% under statistical average, I wouldn't complain about my luck. She's also hot. I must have saved a bus load of drowning orphans in a prior life.]]></description>
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				<pubDate><![CDATA[Wed, 18 Mar 2009 16:47:19]]> GMT</pubDate>
				<author><![CDATA[ focusedfire]]></author>
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				<title>Storm Guardians, worthwhile or not?</title>
				<description><![CDATA[ Seriously, try the storm guardians with flamers and a warlock with destructor.  Don't get out until you have to, and get out and flame stuff off an objective.]]></description>
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				<pubDate><![CDATA[Wed, 18 Mar 2009 17:11:05]]> GMT</pubDate>
				<author><![CDATA[ whitedragon]]></author>
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				<title>Storm Guardians, worthwhile or not?</title>
				<description><![CDATA[ Focusedfire: the craftworld that lacks aspect warriors would be <i>very</i> rare... but if it's part of your craftworld's fluff that you don't have any, then harlequins are also a decent squad, and don't have to be mechanized to be effective... if you're careful with them.]]></description>
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				<pubDate><![CDATA[Wed, 18 Mar 2009 19:54:57]]> GMT</pubDate>
				<author><![CDATA[ willydstyle]]></author>
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				<title>Storm Guardians, worthwhile or not?</title>
				<description><![CDATA[ <blockquote><div><cite>willydstyle wrote:</cite>Focusedfire: the craftworld that lacks aspect warriors would be <i>very</i> rare... but if it's part of your craftworld's fluff that you don't have any, then harlequins are also a decent squad, and don't have to be mechanized to be effective... if you're careful with them.</div></blockquote><br /> <br /> huh?<br /> <br /> Ulthwe lacks Aspect warriors...  if you want to play Ulwe in a fluffy way, you should only have 1-2 aspect squads.  Ulthwe is all about the Council, Guardians, and as many units that can have warlocks as possible.  And, as a major craftworld is has a very loarge following, so I completely understand wanting guardians for fluff <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> ]]></description>
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				<pubDate><![CDATA[Wed, 18 Mar 2009 21:20:12]]> GMT</pubDate>
				<author><![CDATA[ Alerian]]></author>
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				<title>Storm Guardians, worthwhile or not?</title>
				<description><![CDATA[ By "lacks" I meant "none at at all" which is what Focusedfire said.]]></description>
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				<pubDate><![CDATA[Wed, 18 Mar 2009 21:52:49]]> GMT</pubDate>
				<author><![CDATA[ willydstyle]]></author>
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				<title>Re:Storm Guardians, worthwhile or not?</title>
				<description><![CDATA[ Any squad that doesnt include an exarch isnt an aspect squad. <br /> <br /> Go go harlequins (and hence Mr.Ra being able to accompany them) Likewise, wraithguard. Always a nice tough compliement to the multitude of slim artists guardains. ]]></description>
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				<pubDate><![CDATA[Wed, 18 Mar 2009 22:04:51]]> GMT</pubDate>
				<author><![CDATA[ Razerous]]></author>
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				<title>Storm Guardians, worthwhile or not?</title>
				<description><![CDATA[ Sorry, somehow I misunderstood..my bad  <img src="/s/i/a/504660322487159bb25fddaa475847a6.gif" border="0">]]></description>
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				<pubDate><![CDATA[Wed, 18 Mar 2009 22:39:30]]> GMT</pubDate>
				<author><![CDATA[ Alerian]]></author>
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				<title>Storm Guardians, worthwhile or not?</title>
				<description><![CDATA[ I tried the harlies and they don't fit in the mechanized guardian, farseer w/council build. At 1750 this list works really well.<br /> <br /> I bumped up to 2150 by adding two 200 pt Harlequins squads that I held in reserve along with one of the wave serps full of guardians. They didn't staart to come in until turn 3 and the last wave serp didn't come in until turn 5.<br /> <br /> I was playing a <span class="glossaryitem" onmouseover='gp(15);'>BT</span> build that runs 3 squadrons of speeders, 2 tanks and the rest mechanized or dreadnaught.<br /> <br /> Fighting 2150 os <span class="glossaryitem" onmouseover='gp(15);'>BT</span> with only 1500(Poor reserve rolls) for the first 3 rounds and the Harlies being next to useless against his vehicles, I still almost pulled a draw.<br /> <br /> I was ahead until the harlies came in right under his guns as it were. I seriously believe that if I'd dropped the points into another bike squad and some more vypers or storm guardians with another wave serp. the game would have gone the other way.]]></description>
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				<pubDate><![CDATA[Thu, 19 Mar 2009 10:58:37]]> GMT</pubDate>
				<author><![CDATA[ focusedfire]]></author>
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