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		<title><![CDATA[Latest posts for the thread "[200] - Eldar Kill team"]]></title>
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				<title>[200] - Eldar Kill team</title>
				<description><![CDATA[ 10 Defender Guardians <br /> 1 grav Platform w/starcannon <br /> 5 Swooping Hawks <br /> <br /> My leader took the 'Quick Thinker' Trait (we could pick since it is a league) <br /> Specialists <br /> - Guardian with Sharpshooter: the guy mans the Starcannon, and almost gaurentes a kill a turn <br /> - Swooping Hawk with Preferred Enemy (since it's a shooting army, it's hard to pick specialists that effect shooting) <br /> - Swooping Hawk with Soul Blaze (again, hard to find abilities that effect shooting)<br /> <br />  I've played one non league game so far, it was against a Deathwatch Kill team. I won the roll, let him set up first, then was able to steal the initiative (thanks to the leader trait). I killed all 7 of his guys by my 2nd turn. I lost a guardian and 2 swooping hawks. I'm not sure about keeping the hawks, they have too many abilities that don't work in Kill team games. I'm considering going with scorpions or possibly Shining Spears. As the league advances players are able to add reinforcements based on how well they do and roll. Trying to stay away from the units that generate too much hate from my opponents.Any thoughts or advise would be great.]]></description>
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				<pubDate><![CDATA[Sun, 27 Nov 2016 01:11:49]]> GMT</pubDate>
				<author><![CDATA[ Ravingbantha]]></author>
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				<title>Re:[200] - Eldar Kill team</title>
				<description><![CDATA[ I like it but agree that switching out the hawks for something else would be a strong plan. I'm also very pro scorpions and I know you said that your trying not to be a jerk, also not sure how many points you have to play with, but a war walker with scatt lasers would be pretty dumb in death watch! I always liked the idea of dark reapers + guardians or dire avengers. I feel like nothing would be able to touch you since you could rocket glance most tanks to death + <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 3 heavy 2 rockets wreck every model that can be taken in deathwatch. Any ways I apologize for not looking up any point costs these are kinda just ideas that I have had for a bit.]]></description>
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				<pubDate><![CDATA[Sun, 27 Nov 2016 20:33:22]]> GMT</pubDate>
				<author><![CDATA[ Eldrad]]></author>
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				<title>Re:[200] - Eldar Kill team</title>
				<description><![CDATA[ Can't use Warwalkers, Kill Team does not allow heavy support. You can only have 0-1 elite, 0-2 Troops, 0-1 Fast Attack. The league starts at 200 points, each game get's you 1 laurel for playing, D3 if you win. You also get extra laurels if your opponents has more than you (underdog bonus), and can be spent to add 25pts to your team or banked for later. New squads added dont have a minimum squad size, so if I add a Scorpion squad later on, I don't have to wait till I have enough points for a full squad.<br /> <br />  I went ahead and went with the Hawks, their fast movement, assault 3 24" weapons, and Haywire grenades seemed like a fair trade off. Combined with Battle Focus, I was able to keep them relatively safe from most attacks. So far 2 games with this army, and 2 wins.]]></description>
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				<pubDate><![CDATA[Mon, 28 Nov 2016 01:56:17]]> GMT</pubDate>
				<author><![CDATA[ Ravingbantha]]></author>
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				<title>Re:[200] - Eldar Kill team</title>
				<description><![CDATA[ So far I have played 4 games and won 3. The game I lost was very close (only lost by 1 <span class="glossaryitem" onmouseover='gp(140);'>VP</span>), my opponent was almost double my points (due to reinforcements from his previous games), and the loss came mostly from absolutley horrid rolls. The next game was against the same player and army, and I won a solid win, despite still being the underdog point wise. So, out of the 4 games I played, only one was against an army of the same point value, the other 3 games were against forces that had already recieved 50+ points of reinforcements. The Deathwatch player I faced had really good reinforcemtn rolls and his army was 450pts, compaired to my 250pts in the first game with him ( I got crappy reinforcement rolls)<br /> <br />  With those game done, here's some things I've learned using my team.<br /> <br /> Battle Focus is your friend: especially with Swooping Hawks, you have good range (at 24") and the ability to get behind cover after shooting cannot be over stressed. It also helps the guardians get into range a lot quicker, and the Shuriken Catapults are brutal. <br /> <br /> Swooping Hawks: Though Swooping Hawks loose a lot of abilities in this game, the mass shots they have, their ability to move quickly across the field (half the table on a good battle focus roll), more tha make up for that. Though Their Lasblasters aren't great against <span class="glossaryitem" onmouseover='gp(333);'>PA</span> troops, they still put out a lot of shots for this game. But best of all, Haywire grenades. People love to bring in a vehicle of some sort, and this becomes a huge point sink for them. Haywire grenades make short work of these guys, especially since by the time you are in range to throw, you are most likely in range to charge and get another use out of the grenade. Since all models count as individual units, each can throw grenades in a turn. The Exarch has been upgraded with a Hawk's Talon, Though Marines still get their 3+ save, at <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 5 <span class="glossaryitem" onmouseover='gp(171);'>St</span> 5 24" range, this really puts a hurt on them. So far, I've managed a kill every time he shoots.<br /> <br /> Guardian Weapons Platform: I put a starcannon on it, manned it with a Sharpshooter specialist, and this has become my most brutal unit. 36" range means he can sit back and out range most of my enemies guns, relentless  and Battle Focus allow me to re position after shooting for better cover. 2 shots per turn at <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 4 means you're most likely going to get at least one hit. S6 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 2 means almost anything it hits is going to die in that one shot. Ignoring cover is an absolute in this game, especially given all games have at least 1 turn of night fighting.<br /> <br /> Dire Avengers: These were my first reinforcement units I brought in. Upgraded one to an Exarch and gave him a power sword/shurken pistol upgrade (dire sword seemed a bit unnecessary since there are no 2+ save). These guys have better reach than guardians and it really tells in the game. In one game, 2 got outflank (from the mission) and came in behind my opponents Razorback and glanced it to death from the rear. The Exarch is a beast in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> in this game. With the ability to counter charge when charged, and a higher initiative than most other armies, his <span class="glossaryitem" onmouseover='gp(149);'>WS</span> 5 and 4 attacks (on a charge or counter charge) almost assure you a win in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>. He killed 2 Deathwatch Vanguard in 2 seperate <span class="glossaryitem" onmouseover='gp(19);'>CC</span> rounds, and both Charged him. Like the Hawk Exarch, his 2 wounds really add a lot to surviving.<br /> <br />  The last game I played allowed me to Add a few Scorpions to my list (3 + Exarch). Gave the Exarch twin Chainsabers, i figured the extra shooting would be more of a benefit over the claw, but we will see. <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 29 Nov 2016 17:36:07]]> GMT</pubDate>
				<author><![CDATA[ Ravingbantha]]></author>
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				<title>Re:[200] - Eldar Kill team</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/709367/9044262.page"><b>Ravingbantha wrote:</b></a><br/>Can't use Warwalkers, Kill Team does not allow heavy support.</div></blockquote> forgeworld wasp assault walkers are almost identical to war walkers, but they take up an elites slot instead of heavy.<br /> <br /> Really good commentary on how your units performed. The swooping hawks fared a lot better than I would have thought! The addition of those scorpions will really help you out I think. Even if its just the immediate threat to draw their fire.]]></description>
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				<pubDate><![CDATA[Wed, 30 Nov 2016 01:03:48]]> GMT</pubDate>
				<author><![CDATA[ Bojazz]]></author>
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				<title>Re:[200] - Eldar Kill team</title>
				<description><![CDATA[ An update on the league and how my army fairs. So far I've played 10 games (we run in 2 week sections where you can get 3 ranked games in per section) and I've won 9 of them. I stopped adding to may army a couple of weeks back, so far almost every game I've won was by tabling my opponent during turn 2. One or two games went into turn 3, and the only game to past that, was my loss, which ended due to random game length and I lost by 1 victory point. Right now my army consists of...<br /> <br /> 12 Guardians<br /> 1 Starcannon platform<br /> 1 Warlock w/singing spear<br /> 2 Dire Avengers<br /> 1 Dire Avenger Exarch w/ power sword and shuriken pistol<br /> 5 swooping hawks<br /> 1 swoping hawk exarch w/hawks talon<br /> 4 Striking scorpions<br /> 1 Scorpion exarch w/twin chainsabers<br /> <br /> <br />  The Hawks continue to be a dominant unit in this game. Their ability to each throw a haywire grenade and move 19-24" a turn, means that most vehicles don't last past turn 1 and none survive my second turn. The fact that each get 3 shots (even at only S3 AP5) they still do a lot of killing, even against Marines. So far, this unit has racked up more kills then the rest.<br /> <br />  The Guardians work well, if for no other reason than the shear number of them. I typically keep 2 or 3 in the back with my weapons platform in case one dies. This means just from my 2 troop units, there is around a dozen bodies moving forward. Battle focus helps get them in a lot faster, and it's hard for most armies with a lower model count to be able to dish out enough firepower to handle all this, much less handle all the incoming shots. Each Model being a separate unit, means few shots are wasted. <br /> <br />  The Scorpions aren't doing as well as I had hoped, infiltrate is alright, it helps get you closer for the pistol shot, and on the rare occasion they do get into <span class="glossaryitem" onmouseover='gp(19);'>CC</span> they do just fine. The problem is getting into <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, but not for the reasons you may think. Since you have to charge the unit you shoot at, far too often I find that their pistol shot ends up doing the trick. Granted the end result is the same, the other guy is dead, but this means that my scorpions tend to end up as overprices shooting troops rather than the <span class="glossaryitem" onmouseover='gp(19);'>CC</span> specialist they are meant to be. This is also the same problem I have with my Avenger Exarch, which is decked out as a <span class="glossaryitem" onmouseover='gp(19);'>CC</span> unit, if I had it to do over, I'd have probably just stuck with a twin linked Catapult if anything<br /> <br />  The Warlock is also a unit I really don't see a lot of point to, like the Scorpions, he doesn't get into combat much and spend most of his attacks shooting. The singing spear is cool and all, but with it's lack of any <span class="glossaryitem" onmouseover='gp(6);'>AP</span>, the pistol becomes a better option, especially with bladestorm. Psychic powers are iffy at best, I went with Daemonology Santic and ended up with Purge Soul, so I lucked out there. Since no one plays a daemon army in the league, the Primus power is wasted. In hindsight, I'd have probably stuck with Runes of Battle, but I lucked out, so it's all good since I may be able to end up with 2 separate kills a turn.<br /> <br /> So far, it seems like Kill Team favors shooting over <span class="glossaryitem" onmouseover='gp(19);'>CC</span> even more than regular games do, and armies with higher model counts tend to do better. Vehicles are okay, but many mount multiple weapons or weapons with high shot capacity which can be a waste since each unit you target will only consist of 1 model. So unless your dealing with other vehicles or the few multi wound creatures that can play, a lot of that firepower is lost. 3 shots per model will be more than enough for most of what you face, so weapons or weapon combinations that produce or more shots is just points wasted. One guy has a twin linked assault cannon on his Razorback, while i does almost always kill what it shoots at, usually it does not validate it's points, I think a heavy flamer would do a much better job of killing multiple troops a turn (in fact I can attest to this having clumped my troops too close to a flamer sentinal), but sticking with the twin <span class="glossaryitem" onmouseover='gp(51);'>HB</span> would also work. But mounting the <span class="glossaryitem" onmouseover='gp(126);'>TL</span> las cannon might also be a viable option, as it would work great against other vehicles but also work well against multiwound creatures, since few of them sport a T5 or higher (so instant kill is possible). And that one las cannon shot will kill just as many troops as a <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Assault cannon.]]></description>
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				<pubDate><![CDATA[Fri, 6 Jan 2017 18:22:57]]> GMT</pubDate>
				<author><![CDATA[ Ravingbantha]]></author>
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