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		<title><![CDATA[Latest posts for the thread "[1500] - Eldar - Mech Guardian Warhost"]]></title>
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				<title>[1500] - Eldar - Mech Guardian Warhost</title>
				<description><![CDATA[ <br /> Hi I would love some feedback regarding the list below. I'm a devoted fan Ulthwe, coming back since good ol' days of Eye of Terror. The idea with this army is recreate some the effect of the Strike Force, using the combination of Wave Serpents and Matchless Agility  to unload a ton of Shuriken fire almost anywhere on the board, supported with the "tax" units and a deep strike force to harass critical units and objectives. I want to try and make the shell as competitive as I can without detracting from the theme. Mainly I'm looking for advice on tweaks I could make to plug holes in my offense, which I'll discuss below.<br /> <br /> Speed and Numbers<br /> I think it should be pretty obvious.. the plan is to unload a ton of rending shots in the middle of my opponents, or create enough of a threat bubble to establish central control. With Matchless Agility, the mounted guardians can reach, at full shooting power, up to about 29" (Serpent moves 6", unload 6", run 6" and -1" for the second row). Overall I think I've managed to get a solid volume of dice at good speed, while keeping the wound count high (for Eldar..).<br /> <br /> Heavy Weapons.<br /> To start with, I've gone for as many starcannons as I can where I have the points to spend, because I feel that dealing with 2+ armour and 3+ with T6 (or higher) at long range could be a problems. On the War Walkers, it gives them more utility against these units, while still having a decent amount shots, and for the Guardians it gives them a bit of sting while out of catapult range.<br /> <br /> There's no reason I can think of to have anything other than Shuriken Cannons on the Wave Serpents. The Vypers are literally meant to be nothing more than tin shields for the tanks, effectively granting them an extra 1-5 hull points, depending on the opponent and the dice. If they can pop a Rhino, they've paid for themselves.<br /> <br /> The big weakness however is the glaring lack of S8, save the Autarch. It is possible to drop the Autarch, one squad of hawks, and trim a few points here and there for a squad of mounted Fire Dragons, which I'm not sure will be worth losing flexibility of the hawks (which are still OK at damaging vehicles themselves) and reserve mods for .<br /> <br /> Deep Strikers<br /> I've gone with two squads Hawks, Warp Spiders and an Autarch with wings and fusion gun. I chose mainly hawks because tactically they are reliable since they neither have variable movement, nor scatter when deep striking. The spiders are there to threaten units that the hawks can't, and the Autarch can be (re)positioned as needed. The hawks are also just outright faster, being able to move 24", guaranteed. If I go first, this gives them tremendous potential steal a maelstrom objective that would otherwise be out of reach, and then disappear the following turn. <br /> <br /> Command:<br /> <br /> Autarch 95<br /> Swooping Hawk Wings, Fusion Gun<br /> <br /> Core:<br /> Guardian Battlehost<br /> <br /> Farseer Skyrunner - 135<br /> Singing Spear, Spirit Stone<br /> <br /> Guardian Defenders (x3) 210 x 3<br /> 10x Guardians with Starcannon<br /> Wave Serpents with Shuriken Cannon top and bottom<br /> <br /> War Walker Squadron 130<br /> 2x War Walkers, Scatter laser and Starcannon<br /> <br /> Vyper Squadron 100<br /> 2x Vypers: 2x Shuriken Cannon<br /> <br /> Support Battery 55<br /> D-Cannon<br /> - I actually would've loved to fit in 3 Vibro Cannons instead, because the Preferred Enemy condition synergies really well to crack transports within 12" of the guardians<br /> <br /> Auxiliary:<br />  <br /> Aspect host<br /> <br /> Swooping Hawks 122<br /> 6 + Exarch<br /> <br /> Swooping Hawks 122<br /> 6 + Exarch<br /> <br /> Warp Spiders 105<br /> 5 + Exarch<br /> <br /> Please let me know what you think!]]></description>
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				<pubDate><![CDATA[Wed, 20 Jul 2016 05:40:16]]> GMT</pubDate>
				<author><![CDATA[ Saieden]]></author>
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				<title>Re:[1500] - Eldar - Mech Guardian Warhost</title>
				<description><![CDATA[ If you think that the lack of S8 will be a problem, consider swapping the star cannons for bright lances. These would also be useful against high <span class="glossaryitem" onmouseover='gp(9);'>AV</span> targets.]]></description>
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				<pubDate><![CDATA[Wed, 20 Jul 2016 07:48:07]]> GMT</pubDate>
				<author><![CDATA[ snykyninja]]></author>
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				<title>[1500] - Eldar - Mech Guardian Warhost</title>
				<description><![CDATA[ I like the list, and I like the fluffy feel to it. As for competitive? I think you're a long way off at the moment.<br /> <br /> You don't have any reliable way of dealing with any high <span class="glossaryitem" onmouseover='gp(9);'>AV</span> targets. Anything AV13+ will laugh at you. Fire Dragons will fix this of course, but they need a delivery system. Hawks are no where near as good as they used to be at hitting vehicles since the new <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> and the fact that only one of them can use  haywire grenade in combat. That ruling I believe really hurt the hawks. They're good for objective grabbing as you have elluded to, and the grenade pack is still good....apart from that they have a decreased effectiveness.<br /> <br /> For the war walkers, I would put two of the same weapon on, and I would go with either scatter lasers or bright lances depending on what role you want them to achieve. Multi role units never tend to perform very well.<br /> <br /> Also, I think you might have misread or misinterpreted the rules, if the serpent moves 6", then I believe the occupants can only disembark and cant themselves move. Though I am off to read that rule now.]]></description>
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				<pubDate><![CDATA[Wed, 20 Jul 2016 08:34:57]]> GMT</pubDate>
				<author><![CDATA[ Khaine's Wrath]]></author>
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