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Posted: Sat Oct 24, 2009 2:44 am
Van Evok with mobile cover save courtesy of warlock, and brightlance available for tankhunting, a guardian squad is quite good firebase holder... just dont expect them to beat anyone except grots in hth... Unless their warlock has Enhance, giving them WS4 and I5, which at the very least then gives them a leg up on Guardsmen and makes them slightly less likely to die against MEq. The cover due to conceal...eh. If they have a Brightlance, they should be sitting at max distance and hammering with that, not fighting/slogging in the front lines.
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Posted: Sat Oct 24, 2009 8:55 am
If they've got a Bright Lance, make that their sole use. Don't worry about hand-to-hand upgrades, because you don't want to use that squad for close combat and wasting a turn or more of fire with that very, very expensive weapon.
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Posted: Sat Oct 24, 2009 12:22 pm
DarkElf27 If they've got a Bright Lance, make that their sole use. Don't worry about hand-to-hand upgrades, because you don't want to use that squad for close combat and wasting a turn or more of fire with that very, very expensive weapon. Honestly i dont see the point of wasting points on something a falcon/wave serpent could probably do better
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Posted: Sat Oct 24, 2009 12:55 pm
geniusorcerer DarkElf27 If they've got a Bright Lance, make that their sole use. Don't worry about hand-to-hand upgrades, because you don't want to use that squad for close combat and wasting a turn or more of fire with that very, very expensive weapon. Honestly i dont see the point of wasting points on something a falcon/wave serpent could probably do better 10 man Guardians w/ Brightlance: 110 pts. They can also hold objectives and CANNOT be destroyed with a single Lascannon shot. Wave Serpent w/ TL Brightlance: 135 pts. This cannot hold objectives and can be killed outright with a single attack.
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Posted: Sat Oct 24, 2009 2:28 pm
I wish I could only take 5 Guardians and give them the artillery piece. Sadly, only 10 is the min amount, so forget that. So within the campaign, I won the last game once more. I must say, I am really getting the hang of my army, and now and figuring out builds with less help aside from minor tweaks. So I wont +5 campaign points, bringing my total of points for my build up to 1000pts. So I put this army here together, an want to know what you guys think about it's build.
ELDAR OF ALATIOC
HQ: Farseer Alzar'ai (1): 55 Psychic Powers: Fortune (+30) WarGear: Runes of Witnessing: (+10), Singing Spear: (+3) Total: 98 (Most likely, Alzar'ai will be traveling with a squad of Dires.)
Avatar of Khaine: FREE: NO COST
Troops: Dire Avengers (10): 120pts. Exarch: (+12) Equipment: 2 Shurikans (+5) Abilities: Bladestorm (+15) Total: 152
Dire Avengers (10): 120pts. Exarch: (+12) Equipment: 2 Shurikans (+5) Abilities: Bladestorm (+15) Total: 152
Rangers (5): 95pts. Pathfinders: +25 Total: 120 (These guys DID their job this game. I really like the upgrade, and was out of harms way for ANY retaliation. Also, I want to keep within Alatioc lore with them, so this is why all my rangers are pathfinders)
Elites: Striking Scorpions (6): 96 Exarch: (+12) Biting Blade: (+5) Total: 113
Fire Dragons (6): 96 +Exarch: (+12) Total: 108
Vehicle: Wave Serpent: 90pts. Shuriken Cannons: (+10) Total: 100
Fire Prism: 115
Warwalker: 30pts. Shuriken Cannons: (+10) Total: 40
TOTAL: 998
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Posted: Sat Oct 24, 2009 3:53 pm
For one, the Wave Serpent needs to be attached to a particular squad, as it's only available as a transport option.
Second, how on earth is the Avatar a freebie?
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Posted: Sat Oct 24, 2009 4:24 pm
DarkElf27 For one, the Wave Serpent needs to be attached to a particular squad, as it's only available as a transport option. Second, how on earth is the Avatar a freebie? Got it from the tourney director.
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Posted: Sat Oct 24, 2009 6:55 pm
DarkElf27 For one, the Wave Serpent needs to be attached to a particular squad, as it's only available as a transport option. Second, how on earth is the Avatar a freebie? As Caleidah said, The Avatar was given to me for free due to a story/game play that occurred within the campaign I am playing at our Gamers's guild club. As for the Wave serpent, as I've used him all the time before, he will be with the Fire dragons as the transport for them. He's always been their and has worked each and everytime.
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Posted: Sat Oct 24, 2009 10:08 pm
fire dragons really need the serpent due to short range of their weapons, and pathfinders are incredibly annoying in ruins or other heavy cover, for moderate cost, plus they are much more reliable at heavy infantry killing. unless you are sending flamer/hth squad to hunt them down, pathfinders are pretty much unkillable (save few no-cover-allowed weapons with long range not everyone deploys)
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Posted: Sun Oct 25, 2009 12:52 am
Van Evok fire dragons really need the serpent due to short range of their weapons, and pathfinders are incredibly annoying in ruins or other heavy cover, for moderate cost, plus they are much more reliable at heavy infantry killing. unless you are sending flamer/hth squad to hunt them down, pathfinders are pretty much unkillable (save few no-cover-allowed weapons with long range not everyone deploys) In this post: Van Evok says what we all know.
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Posted: Sun Oct 25, 2009 10:25 am
Caleidah Van Evok fire dragons really need the serpent due to short range of their weapons, and pathfinders are incredibly annoying in ruins or other heavy cover, for moderate cost, plus they are much more reliable at heavy infantry killing. unless you are sending flamer/hth squad to hunt them down, pathfinders are pretty much unkillable (save few no-cover-allowed weapons with long range not everyone deploys) In this post: Van Evok says what we all know. I seriously like...NEVER use my wave serpents for anything BUT moving around Fire Dragons. In my last game, My opponent had a Devastator, so I shot my wave past my enemie's guys, spun the hull around, and exposed my back to the enemy, but in exchange, took a risk by dropping my fire dragons RIGHT in the middle of GIANT assault unit. However, it was worth it cause they got off 5 Melta shots on the side of that bad boy, and DESTROYED it 2 times over. I like to think cause I sacrificed my Fire dragons I was able to take my opponent out from that point on easily once I got rid of the BIG threat. And you were right Caleidah, he saw the warwalker, and open fired on that right away instead of going for my Dire/Farseer squad, and thankfully, my walker was only "stunned" for the turn. Thats luck of the roll, lol.
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Posted: Wed Nov 04, 2009 8:21 pm
The only modifications I'd make to the list is to drop the fireprism for something with a little more punch. Perhaps another power on the farseer and 2 more walkers. You seem a little anti-tank heavy, and the Fire Prism only works well in pairs when you can get the saturation bonuses.
Or a Wraithlord with a Wraithsword and Shuriken Cannon to hang out near the farseer if you really need things to die (it's beneficial to keep her/him out of combat...). Also, the Singing Spear is a waste of points IMO. The farseer only gains a mediocre shooting attack, which is great and all, but you lose a close combat attack. The CC attack can be directed at ICs, which the shooting throw cannot. And against vehicles, a Wraithlord is gonna do better anyways.
My .02, it just seems a little anti-tank heavy.
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Posted: Tue Nov 10, 2009 10:58 am
Quicky question:
I'll have to go with a 1000pt. Apoc game, and I was wondering if you guys know as to what makes a "Farseer council"?
I know its Farseer and warlock on bikes, but I just want to ask what the typical build for them is, and the purpose they serve?
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Posted: Tue Nov 10, 2009 11:12 am
Apocalypse is 3000 points and up, 1000 hardly qualifies as a skirmish.
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Posted: Tue Nov 10, 2009 12:01 pm
Lt. Brookman Apocalypse is 3000 points and up, 1000 hardly qualifies as a skirmish. Im just one army playing with 4 other people on one side, for a 4000 point total vs another 4000pt. army total. In all, its a 8000pt. game.
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