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Posted: Mon Oct 15, 2007 5:05 pm
King Kento Not bad, but Id say switch out the falcon for a fire prism. You already have plenty of flak power with the avengers. And a whole squad of fire dragons is even more shots, so perhaps a nice long range fire support tank. And of course the fire prism has BS4, and you can give it a shuriken cannon if you absolutely have to have a lot of shots.
That or perhaps consider a wave serpent. Either way, it seems workable. Any theme, or idea youre going for with it? Sorry for taking so long to reply crying I want it to be mostly footslogging, however, the fire dragons are rather slow on their own, that's why I thought i'd take the firedragon to get em in for some tank fighting biggrin
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Posted: Tue Oct 16, 2007 12:03 am
ultimo King Kento Not bad, but Id say switch out the falcon for a fire prism. You already have plenty of flak power with the avengers. And a whole squad of fire dragons is even more shots, so perhaps a nice long range fire support tank. And of course the fire prism has BS4, and you can give it a shuriken cannon if you absolutely have to have a lot of shots.
That or perhaps consider a wave serpent. Either way, it seems workable. Any theme, or idea youre going for with it? Sorry for taking so long to reply crying I want it to be mostly footslogging, however, the fire dragons are rather slow on their own, that's why I thought i'd take the firedragon to get em in for some tank fighting biggrin Firedragons arent any slower than dire avengers. They all have fleet of foot. Also, your dire avengers can provide a nice wall infront of the dragons, and a prism would be more effective at shooting down anything thats going to fire back.
Personally i dont like the falcon, I feel that if you want a transport, take a wave serpent, and if you want a tank, take a prism. But some people like them, so if thats what you want then fine, just keep in mind that the prism has a 60" gun with a BS4.
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Posted: Mon Nov 05, 2007 10:56 pm
King Kento ultimo King Kento Not bad, but Id say switch out the falcon for a fire prism. You already have plenty of flak power with the avengers. And a whole squad of fire dragons is even more shots, so perhaps a nice long range fire support tank. And of course the fire prism has BS4, and you can give it a shuriken cannon if you absolutely have to have a lot of shots.
That or perhaps consider a wave serpent. Either way, it seems workable. Any theme, or idea youre going for with it? Sorry for taking so long to reply crying I want it to be mostly footslogging, however, the fire dragons are rather slow on their own, that's why I thought i'd take the firedragon to get em in for some tank fighting biggrin Firedragons arent any slower than dire avengers. They all have fleet of foot. Also, your dire avengers can provide a nice wall infront of the dragons, and a prism would be more effective at shooting down anything thats going to fire back.
Personally i dont like the falcon, I feel that if you want a transport, take a wave serpent, and if you want a tank, take a prism. But some people like them, so if thats what you want then fine, just keep in mind that the prism has a 60" gun with a BS4.well ive always liked the falcon coz it has a good number of shots which can take out a variety of troops, plus it can be used to redeploy small units. but the fire prism is looking so good rite now with its BS4, i just have to take one. and ultimo, id trade the harlequins for something else, coz they do take up a lot of points, but are easily killed as most players target them, so taking them is a big risk. but other than that its a good list.
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Posted: Tue Nov 06, 2007 8:10 pm
Crustasian well ive always liked the falcon coz it has a good number of shots which can take out a variety of troops, plus it can be used to redeploy small units. but the fire prism is looking so good rite now with its BS4, i just have to take one. and ultimo, id trade the harlequins for something else, coz they do take up a lot of points, but are easily killed as most players target them, so taking them is a big risk. but other than that its a good list. Assuming those variety of shots hit. Its ok for loading with small high fire weapons where BS3 isnt an issue, but I wouldnt trust a lance to that thing. The Serpent on the other hand has twin linked weapons as a standard set up, so some nice heavy gun on top thats twin linked, and upgrade the catapault to a cannon to have a nice anti infantry punch, all that and a 10 troop capacity.
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Posted: Thu Nov 08, 2007 11:22 am
King Kento Crustasian well ive always liked the falcon coz it has a good number of shots which can take out a variety of troops, plus it can be used to redeploy small units. but the fire prism is looking so good rite now with its BS4, i just have to take one. and ultimo, id trade the harlequins for something else, coz they do take up a lot of points, but are easily killed as most players target them, so taking them is a big risk. but other than that its a good list. Assuming those variety of shots hit. Its ok for loading with small high fire weapons where BS3 isnt an issue, but I wouldnt trust a lance to that thing. The Serpent on the other hand has twin linked weapons as a standard set up, so some nice heavy gun on top thats twin linked, and upgrade the catapault to a cannon to have a nice anti infantry punch, all that and a 10 troop capacity.I've found that the survivabality of the faclon is it's best feature, not really it's firepower so much. When it's decked out with a spirit stone, vectored engines, and holofields that thing isn't going down for anything! Here's a list of all of it's protective features: It's a skimmer, so glancing hits only as long as it moves over 6 inches. It has an average armor of 12 so it will take some dedicated anti-tank to pierce it. The Spirit Stone keeps it always moving The holofields make it nearly impossible to take the damn thing down! Especially with only glancing hits!!! It's not much for fire power with a BS of 3 but it can still mount a damn good variety of weapons for use against any opponent (though I would probally avoid the weapons that only have 1 shot per turn) Mount somthing useful in there and you have one dedicated transport or even just an annoying firemagnet. Any objections or criticisims about this awsome tank? (well at least it WOULD be awsome if it wasn't flown by eldar panzies)
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Posted: Thu Nov 08, 2007 11:52 am
Nuclearwinter I've found that the survivabality of the faclon is it's best feature, not really it's firepower so much. When it's decked out with a spirit stone, vectored engines, and holofields that thing isn't going down for anything! Here's a list of all of it's protective features: It's a skimmer, so glancing hits only as long as it moves over 6 inches. It has an average armor of 12 so it will take some dedicated anti-tank to pierce it. The Spirit Stone keeps it always moving The holofields make it nearly impossible to take the damn thing down! Especially with only glancing hits!!! It's not much for fire power with a BS of 3 but it can still mount a damn good variety of weapons for use against any opponent (though I would probally avoid the weapons that only have 1 shot per turn) Mount somthing useful in there and you have one dedicated transport or even just an annoying firemagnet. Any objections or criticisims about this awsome tank? (well at least it WOULD be awsome if it wasn't flown by eldar panzies) Yes, what i already stated. Its only bit of survivability that it has over the wave serpent is the holofields. And like you said, youd avoid one shot guns, well that limits its variety, the good anti tank guns have less shots. So its only effective as anty infantry. It only holds 6 models, and even then thats at a higher points cost, and while taking up a heavy slot. Id rather use my heavy slots for units that can really lay down some hurt. Whereas a serpent isnt taking up a slot. Its only real advantage is the holofield, and thats not enough for me to waste a heavy slot just to move around 6 models in an army that already has fleet of foot.
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Posted: Sat Nov 10, 2007 1:45 pm
3 falcons deal on apocalypse makes me mad... every eldar noob is going to have 3 birds of prey... and they are irritatingly hard to destroy. their foirepower ain't bad if you deck them as anti-infantry (my design features starcannon and shuricannon for grand total of 7 shots on the move, 4 of them ap2...)
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Posted: Wed Nov 28, 2007 1:22 pm
Van Evok 3 falcons deal on apocalypse makes me mad... every eldar noob is going to have 3 birds of prey... and they are irritatingly hard to destroy. their foirepower ain't bad if you deck them as anti-infantry (my design features starcannon and shuricannon for grand total of 7 shots on the move, 4 of them ap2...) An eldar noob as you call them would not even think about taking the cloudstrike squadron. Too many points will be put into it. After all any who play Eldar must see past thier cool vehicles. Any 'eldar noobs' would be looking at the revenant titan or spirit host. Because with the spirit host you can field a warlock unit (upgraded to spirit seers) and as many wraithlords as you have or can get your hands on.
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Posted: Thu Nov 29, 2007 8:38 am
Thanks very much for the feedback guys biggrin I'm still considering how to build the army but I was wondering if you have any recommendations on replacements for harlies if they die easily?
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Posted: Fri Nov 30, 2007 1:15 am
ultimo Thanks very much for the feedback guys biggrin I'm still considering how to build the army but I was wondering if you have any recommendations on replacements for harlies if they die easily? Perhaps Spiders? I personally feel a lot of the units have plus sides. But the spiders are a great way to capture objectives, theyre durable, and theyd be able to keep up with your army, as you have all fleet of foot models. If you dont mind something static, than Dark Reapers and Rangers are always useful.
Perhaps bring up what role youre trying to fill if you remove the Harlies?
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Posted: Thu Dec 20, 2007 11:28 pm
King Kento ultimo Thanks very much for the feedback guys biggrin I'm still considering how to build the army but I was wondering if you have any recommendations on replacements for harlies if they die easily? Perhaps Spiders? I personally feel a lot of the units have plus sides. But the spiders are a great way to capture objectives, theyre durable, and theyd be able to keep up with your army, as you have all fleet of foot models. If you dont mind something static, than Dark Reapers and Rangers are always useful.
Perhaps bring up what role youre trying to fill if you remove the Harlies?I find a must for the harlequin unit is to give them a Shadowseer. Expensive in points but the enemy must roll spot and get plasma grenades. Charge them in and they'll be striking at initiative 7. Which very few, if any, can match that speed. Toss in the Kiss for an extra 4 points and hope for 6's. I take a unit of 9 with me when I get the chance, very blendery.
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Posted: Fri Dec 21, 2007 12:18 am
Guardian of a Lost Cause I find a must for the harlequin unit is to give them a Shadowseer. Expensive in points but the enemy must roll spot and get plasma grenades. Charge them in and they'll be striking at initiative 7. Which very few, if any, can match that speed. Toss in the Kiss for an extra 4 points and hope for 6's. I take a unit of 9 with me when I get the chance, very blendery. I agree, harlequins should not be taken without a shadowseer. However though if i want a closecombat asskick squad id take a full squad of banshees with kitted exarch and a farseer with doom. They can all either fleet of foot, or drop one model and use a wave serpent. Either way thats at least 21 not counting charging and other bits or the seer power attacks with a reroll to wound at initiative 10.
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Posted: Fri Dec 21, 2007 8:49 pm
I pesonally love the harlequins because they ignore difficult terrain with the nearly necessary shadowseer, the harlies are getting close enough to at least scare the crap out of your oponent, if not close enough to tear them into little pieces with the already mentioned kiss
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Posted: Sun Dec 30, 2007 1:48 am
King Kento Guardian of a Lost Cause I find a must for the harlequin unit is to give them a Shadowseer. Expensive in points but the enemy must roll spot and get plasma grenades. Charge them in and they'll be striking at initiative 7. Which very few, if any, can match that speed. Toss in the Kiss for an extra 4 points and hope for 6's. I take a unit of 9 with me when I get the chance, very blendery. I agree, harlequins should not be taken without a shadowseer. However though if i want a closecombat asskick squad id take a full squad of banshees with kitted exarch and a farseer with doom. They can all either fleet of foot, or drop one model and use a wave serpent. Either way thats at least 21 not counting charging and other bits or the seer power attacks with a reroll to wound at initiative 10.That is a very good tactic against a space marine (or equivalent army). But overall Harequins are better in that they can be better tailored. Want a better garuntee against enemy tanks? Take a fusion pistol or two. Want better melee capabilities? Take a harequins kiss? Want better range? Take a Death Jester. The down side to all this is that it's abit on the pricey side for points and wallet. sweatdrop As with the banshees they are good in that they get powerweapons and strike at initiative 10 in hte first round of close combat, however they are striking at strength 3, which is not all that great against marine toughness of 4. Or in the case of Plague marines 5. To wound them you need to roll 5's (6's in the case of plague marines or a unit with a Nurgle Icon) So overall it's how a person plays. True it's like that for every army but I think it's abit more true with the Eldar because of the specialty each unit has. An example is that where I live there are two eldar players (me one of them) I'm going for a solid force of basically two armies in one. A defensive army consisting of Avengers, Dark Reapers, and Wraith Guard with a Farseer geared towards enhancing them. And an offensive one consising of Harlequins, Wraithlords (yes plural,) and a Farseer with bodyguard who is geared towards more combat. Whilst the other player is wielding a fast army designed to run rings around his opponents. Lots of bikes and guardians for him.
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Posted: Mon Dec 31, 2007 12:58 am
Guardian of a Lost Cause That is a very good tactic against a space marine (or equivalent army). But overall Harequins are better in that they can be better tailored. Want a better garuntee against enemy tanks? Take a fusion pistol or two. Want better melee capabilities? Take a harequins kiss? Want better range? Take a Death Jester. The down side to all this is that it's abit on the pricey side for points and wallet. sweatdrop As with the banshees they are good in that they get powerweapons and strike at initiative 10 in hte first round of close combat, however they are striking at strength 3, which is not all that great against marine toughness of 4. Or in the case of Plague marines 5. To wound them you need to roll 5's (6's in the case of plague marines or a unit with a Nurgle Icon) So overall it's how a person plays. True it's like that for every army but I think it's abit more true with the Eldar because of the specialty each unit has. An example is that where I live there are two eldar players (me one of them) I'm going for a solid force of basically two armies in one. A defensive army consisting of Avengers, Dark Reapers, and Wraith Guard with a Farseer geared towards enhancing them. And an offensive one consising of Harlequins, Wraithlords (yes plural,) and a Farseer with bodyguard who is geared towards more combat. Whilst the other player is wielding a fast army designed to run rings around his opponents. Lots of bikes and guardians for him. Thats why I specified having a seer with "doom". Those strength 3 hits now arent so dinky. otherwise Im not a fan of banshees.
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