<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0">
	<channel>
		<title><![CDATA[Latest posts for the thread "Falcon/WaveSerpent New Loadout?"]]></title>
		<link>http://www.dakkadakka.com/dakkaforum/posts/list/69.page</link>
		<description><![CDATA[Latest messages posted in the thread "Falcon/WaveSerpent New Loadout?"]]></description>
		<generator>JForum - http://www.jforum.net</generator>
			<item>
				<title>Falcon/WaveSerpent New Loadout?</title>
				<description><![CDATA[ With the nerf to 'Skimmers Moving Fast' and the new weapon firing rules has made these two vehicles (more so falcons) a lot weaker.  Normally my weapon of choice on a <span class="glossaryitem" onmouseover='gp(149);'>WS</span> would be the Bright Lance, but the only weapon you can move and shoot with is the Eldar Missile Launcher thanks to it's plasma.  Are people feeling the urge to capitalize on it's lower point cost and the ability to move/shoot those plasma rockets?  I am particularly interested because I intend to go down a mechanized eldar path (banshees and dragons jumping out the back are just too fun?).]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/239520/708165.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/239520/708165.page</link>
				<pubDate><![CDATA[Sun, 10 May 2009 00:20:25]]> GMT</pubDate>
				<author><![CDATA[ EasyE]]></author>
			</item>
			<item>
				<title>Falcon/WaveSerpent New Loadout?</title>
				<description><![CDATA[ I haven't used Falcons much in 5th.<br /> <br /> I'd rather go with Fire prisms.<br /> <br /> When it comes to <span class="glossaryitem" onmouseover='gp(149);'>WS</span> though my advice is keep them cheep - <span class="glossaryitem" onmouseover='gp(126);'>TL</span> shuricans do it for me.<br /> <br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span> are more survivable when moving quick. This allows them to drop off their cargo's, usually closer to the enemy. After this they operate as a gunboat. The 24" range on the shuricans doesn't harm them in this role.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/239520/708184.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/239520/708184.page</link>
				<pubDate><![CDATA[Sun, 10 May 2009 00:33:40]]> GMT</pubDate>
				<author><![CDATA[ Brother Bartius]]></author>
			</item>
			<item>
				<title>Falcon/WaveSerpent New Loadout?</title>
				<description><![CDATA[ Troops Transport Wave Serpents should have Brightlances and spirit stones as they transport troops and don't really need to move fast till late game and can shoot from cover if available.  Spirit stones are important so you don't get stunned on the way to an objective<br /> <br /> Fire Dragon Wave Serpents should be kept cheap with just a Shuricannon, and spirit stones, because you will move 24 and then drop your fire dragons next turn and might lose the wave serpent in the process.  Again spirit stones are important as you don't want to get stunned on the way to deliver fire dragons.<br /> <br /> Falcons are only worth taking as a tough to kill scoring unit if you put 5 dire avengers inside.   Take Holofields, spirit stones, shuricannon and load up the Falcon with 5 dire avengers.  you now have a pretty resilent scoring unit between holo fields and hiding in cover or moving fast with a possible fortune the falcon is still pretty difficult to kill it just lost alot in termsof firepower.  There is no point to transporting Harlequins in a falcon anymore with small unit being ineffecive    For delivering Fire Dragons wave Serpents are cheaper and the energy field helps against meltas]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/239520/708631.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/239520/708631.page</link>
				<pubDate><![CDATA[Sun, 10 May 2009 06:00:54]]> GMT</pubDate>
				<author><![CDATA[ Avariel]]></author>
			</item>
			<item>
				<title>Falcon/WaveSerpent New Loadout?</title>
				<description><![CDATA[ Hell really bright lances are kinda a waste.  Even with the energy field, your serpents will attract alot of attention if they are ferrying troops, meaning they will spend alot of the time shaken/stunned.  This means that spirit stones are a must, and then you can boost away or tank shock on turns where you can't shoot.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/239520/708693.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/239520/708693.page</link>
				<pubDate><![CDATA[Sun, 10 May 2009 06:38:40]]> GMT</pubDate>
				<author><![CDATA[ whitedragon]]></author>
			</item>
			<item>
				<title>Re:Falcon/WaveSerpent New Loadout?</title>
				<description><![CDATA[ Ive pretty much given up on falcons now.  For the <span class="glossaryitem" onmouseover='gp(149);'>WS</span> weapons...it depends.  If you are running a lot of vehicles then a few <span class="glossaryitem" onmouseover='gp(327);'>BL</span> will be a good idea, your opponents anti tank fire is going to be spread around a lot.  If you are running one tank loaded with dragons, then stick some shuriken cannons on it because its going to draw fire every turn.<br /> <br /> Its sometimes worthwhile to stick a <span class="glossaryitem" onmouseover='gp(327);'>BL</span> onto a vehicle just so that it draws fire instead of something else.  With multiple <span class="glossaryitem" onmouseover='gp(149);'>WS</span> all with mixed weapons loads at the very least it gives you more options.  And it never hurts to make things a bit complex, never know which bit of your force will confuse your opponent and cause them to take a bad firing round.  It can be amazing which part of your army worries different opponents the most <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">.<br /> <br /> <br /> Sliggoth]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/239520/709064.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/239520/709064.page</link>
				<pubDate><![CDATA[Sun, 10 May 2009 15:10:33]]> GMT</pubDate>
				<author><![CDATA[ Sliggoth]]></author>
			</item>
			<item>
				<title>Falcon/WaveSerpent New Loadout?</title>
				<description><![CDATA[ My council and multi-flamer Stormies get WSs with just Shuricans and <span class="glossaryitem" onmouseover='gp(221);'>SS</span>.  My other "scoring" WSs get <span class="glossaryitem" onmouseover='gp(461);'>EML</span> + Shurican +<span class="glossaryitem" onmouseover='gp(221);'>SS</span>, so that they can multitask against light vehicles or infantry...if they are going after infantry, then they can fire everything while going 12".<br /> <br /> As far as <span class="glossaryitem" onmouseover='gp(327);'>BLs</span> go, I only use them on <span class="glossaryitem" onmouseover='gp(327);'>BL</span>+<span class="glossaryitem" onmouseover='gp(461);'>EML</span> <span class="glossaryitem" onmouseover='gp(227);'>WLs</span> nowadays.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/239520/709706.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/239520/709706.page</link>
				<pubDate><![CDATA[Mon, 11 May 2009 00:46:26]]> GMT</pubDate>
				<author><![CDATA[ Alerian]]></author>
			</item>
			<item>
				<title>Falcon/WaveSerpent New Loadout?</title>
				<description><![CDATA[ The thing is now though, there is really no benefit to moving up to 12" unless you actually have to get somewhere, since <span class="glossaryitem" onmouseover='gp(304);'>SMF</span> is over 12.  If you load the tanks down, you may as well just move them slow as gunboats, since there isn't much advantage to moving 12 over 6 to protect the tank.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/239520/711762.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/239520/711762.page</link>
				<pubDate><![CDATA[Tue, 12 May 2009 04:03:50]]> GMT</pubDate>
				<author><![CDATA[ whitedragon]]></author>
			</item>
			<item>
				<title>Falcon/WaveSerpent New Loadout?</title>
				<description><![CDATA[ <blockquote><div><cite>whitedragon wrote:</cite>The thing is now though, there is really no benefit to moving up to 12" unless you actually have to get somewhere, since <span class="glossaryitem" onmouseover='gp(304);'>SMF</span> is over 12.  If you load the tanks down, you may as well just move them slow as gunboats, since there isn't much advantage to moving 12 over 6 to protect the tank.</div></blockquote><br /> <br /> Wrong...  going 12" a turn and still firing everything is a HUGE advantage..for example:<br /> 1. Avoiding <span class="glossaryitem" onmouseover='gp(19);'>CC</span> units <br /> 2. Gaining better fields of fire<br /> 3. Only being hit on 6s if you do get assaulted <br /> 4. Tank shock+Shooting everything+only being hit on 6s when assaulted<br /> 5. Limiting fileds of return fire on your tank<br /> 6. Your movment (or even the ability to move) forces your opponent to react...thus giving you a tactical advantage<br /> <br /> The list can go on and on.  Speed and mobility can be as (or more) effective than <span class="glossaryitem" onmouseover='gp(111);'>raw</span> firepower, and the ability to be mobile and still keep <u>all</u> of your firepower has even greater advantages.  In fact, it is one of the greatest (if not the single greatest) advantages that the Eldar have.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/239520/712500.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/239520/712500.page</link>
				<pubDate><![CDATA[Tue, 12 May 2009 14:20:47]]> GMT</pubDate>
				<author><![CDATA[ Alerian]]></author>
			</item>
	</channel>
</rss>